Search found 23 matches
- Thu Sep 20, 2018 9:19 pm
- Forum: Maxon Cinema 4D
- Topic: [SOLVED] Difference between Live view and Picture View.
- Replies: 1
- Views: 712
Re: Difference between Live view and Picture View.
Ok, this issue is solved. In the render settings I had 'Ignore Unused Materials' switched on. Once I switched it off the renderer funcioned normally.
- Thu Sep 20, 2018 6:49 pm
- Forum: Maxon Cinema 4D
- Topic: [SOLVED] Difference between Live view and Picture View.
- Replies: 1
- Views: 712
[SOLVED] Difference between Live view and Picture View.
I'm making an underwater scene, which is going fine, but when I want to render I get a difference between the life viewer and the renderer. What can be the problem here?
I'm using path tracing for rendering. I haven't changed any other setting.
I'm using path tracing for rendering. I haven't changed any other setting.
- Mon May 01, 2017 8:13 pm
- Forum: Foundry Modo
- Topic: Trouble with transparent displacement
- Replies: 4
- Views: 3025
Re: Trouble with displacement
Hey Paul,
Although the black line does get smaller when I increase the level of detail, it doesn't disappear. No worries, I'll just find another way to get the same result. Thank you for your help!!
Cheers, Simon
Although the black line does get smaller when I increase the level of detail, it doesn't disappear. No worries, I'll just find another way to get the same result. Thank you for your help!!
Cheers, Simon
- Sat Apr 29, 2017 12:34 am
- Forum: Foundry Modo
- Topic: Trouble with transparent displacement
- Replies: 4
- Views: 3025
Re: Trouble with displacement
Hey Paul,
Thanks for the quick reply. Sadly, lowering the Ray Epsilon doesn't relay help. When I make it bigger than 1mm the black border does indeed increase, but lowering below the standard 100 um does nothing. I dropped in a standard sphere with a specular material, partly embedded in the floor ...
Thanks for the quick reply. Sadly, lowering the Ray Epsilon doesn't relay help. When I make it bigger than 1mm the black border does indeed increase, but lowering below the standard 100 um does nothing. I dropped in a standard sphere with a specular material, partly embedded in the floor ...
- Fri Apr 28, 2017 5:52 pm
- Forum: Foundry Modo
- Topic: Trouble with transparent displacement
- Replies: 4
- Views: 3025
Trouble with transparent displacement
Hi All,
I want to make puddles of water on the floor by duplicating the floor mesh, set it to a water material and displace it with a texture. This works fine except that Octane makes the intersecting edge with the normal floor mesh black. When I use a diffuse material for the water mesh, Octane ...
I want to make puddles of water on the floor by duplicating the floor mesh, set it to a water material and displace it with a texture. This works fine except that Octane makes the intersecting edge with the normal floor mesh black. When I use a diffuse material for the water mesh, Octane ...
- Wed May 25, 2016 9:57 am
- Forum: Foundry Modo
- Topic: Ray switch node
- Replies: 4
- Views: 3501
Re: Ray switch node
Hey Paul,
Thanks for the link, I will dive into the renderlayers system.
Cheers, Simon
Thanks for the link, I will dive into the renderlayers system.
Cheers, Simon
- Tue May 24, 2016 8:20 am
- Forum: Foundry Modo
- Topic: Ray switch node
- Replies: 4
- Views: 3501
Re: Ray switch node
Hey Paul,
That's really cool and very usable, but only works for visability and shadows.
Is there a chance that you'll include the same for reflection and refraction? Don't know how easy that is to implement, but it is really handy for product shots to be able to hide things from reflections or ...
That's really cool and very usable, but only works for visability and shadows.
Is there a chance that you'll include the same for reflection and refraction? Don't know how easy that is to implement, but it is really handy for product shots to be able to hide things from reflections or ...
- Mon May 23, 2016 8:29 pm
- Forum: Foundry Modo
- Topic: adding two materials
- Replies: 5
- Views: 5130
Re: adding two materials
Thanks for the reply Calus, but I want to ADD a material, like mathematically add the specular values to the other material. Haven't been able to find out how to do that.
I did find another way though, just use a specular material for the sharp reflections and use a scattering medium for the ...
I did find another way though, just use a specular material for the sharp reflections and use a scattering medium for the ...
- Mon May 23, 2016 7:36 pm
- Forum: Foundry Modo
- Topic: Ray switch node
- Replies: 4
- Views: 3501
Ray switch node
Is there a ray switch node in Octane?
The reason I ask this is that I want cetrain objects not the be visible in reflections for instance. Is there a way to do that in Octane?
The reason I ask this is that I want cetrain objects not the be visible in reflections for instance. Is there a way to do that in Octane?
- Mon May 23, 2016 7:35 pm
- Forum: Foundry Modo
- Topic: adding two materials
- Replies: 5
- Views: 5130
adding two materials
Hey guys,
I'm messing around with Octane 3 and trying to build a material like frosted glass. I get the frosted glass allright, but I want to layer a specular layer on top of that. I see that Octane has a mix node but you can only blend between two materials as far as I can see. What I want to do ...
I'm messing around with Octane 3 and trying to build a material like frosted glass. I get the frosted glass allright, but I want to layer a specular layer on top of that. I see that Octane has a mix node but you can only blend between two materials as far as I can see. What I want to do ...