Oh, sorry.
I was mislead by the help card:
The Shadow Visibility parameter takes a boolean value to specify whether the shadow cast by the object visible to the camera or otherwise.
Now i get it. Thank you!
Search found 22 matches
- Sun Jun 12, 2016 3:32 pm
- Forum: Bug Reports
- Topic: Shadow visibility
- Replies: 2
- Views: 3004
- Sun Jun 12, 2016 9:28 am
- Forum: Bug Reports
- Topic: Render to mplay problem
- Replies: 26
- Views: 14885
Re: Render to mplay problem
Right now permanent defaults works, yes. I thought you fixed the issue already.
- Sun Jun 12, 2016 9:25 am
- Forum: Bug Reports
- Topic: Shadow visibility
- Replies: 2
- Views: 3004
Shadow visibility
Is Shadow visibility broken?
I want object to just emit the light and be invisible. I created spare Octane parameters and switch off Camera and Shadow visibility - the shadow of object still renders.
Did i do something wrong?
Octane 3.00.20.00
Houdini 15.5
I want object to just emit the light and be invisible. I created spare Octane parameters and switch off Camera and Shadow visibility - the shadow of object still renders.
Did i do something wrong?
Octane 3.00.20.00
Houdini 15.5
- Mon Mar 14, 2016 12:41 pm
- Forum: Bug Reports
- Topic: Pause and camera update
- Replies: 3
- Views: 2352
Re: Pause and camera update
That would be great, Thank You!
By the way, Octane for Houdini has the best support ever. Thank you for all your quick replies and efforts to develop this nice plug in.
By the way, Octane for Houdini has the best support ever. Thank you for all your quick replies and efforts to develop this nice plug in.
- Sun Mar 13, 2016 12:43 pm
- Forum: Bug Reports
- Topic: Pause and camera update
- Replies: 3
- Views: 2352
Pause and camera update
When IPR is in pause mode it still catch camera movement and try to rerender it - and everything starts to slow down.
I'll explain. It not renders it. But when you have a large scene and IPR in pause mode, every camera correction become very slow and unresponsive.
I'll explain. It not renders it. But when you have a large scene and IPR in pause mode, every camera correction become very slow and unresponsive.
- Sat Mar 12, 2016 12:26 pm
- Forum: Bug Reports
- Topic: batch rendering
- Replies: 7
- Views: 4619
Re: batch rendering
Sorry, it was my mistake. When you set Frame Range to (Strict) on every ROP node and then set "Node by Node" in Merge, then everything renders correct.
Hooray, problem solved! Thank you!
Hooray, problem solved! Thank you!
- Fri Mar 11, 2016 7:26 am
- Forum: Bug Reports
- Topic: batch rendering
- Replies: 7
- Views: 4619
Re: batch rendering
Yes, but it still doesn't respect frame ranges specified.
I had two ROPs - one for 75 frames, another for 125.
Both were rendered as 125 frames.
I had two ROPs - one for 75 frames, another for 125.
Both were rendered as 125 frames.
- Mon Mar 07, 2016 10:55 am
- Forum: Bug Reports
- Topic: batch rendering
- Replies: 7
- Views: 4619
Re: batch rendering
Additional info. You can wire ROPs one by one to make an usual chain. In this case you can hit Render on last node and Octane batch renders all of them. However frame range not taken from each node - it takes it from only one of them. So every sequence is equal in frame range.
- Mon Mar 07, 2016 10:06 am
- Forum: Bug Reports
- Topic: batch rendering
- Replies: 7
- Views: 4619
batch rendering
Hello! In new 3.00.6 version we can make batch render with multiple rop nodes. Howewer it doesn't work as expected in Houdini. When you create a bunch of rop nodes and merge them all in one merge node you can press "Render" only on merge node to render all the rops above. But now when you press ...
- Wed Feb 24, 2016 7:49 pm
- Forum: Bug Reports
- Topic: Embedded nodes visibility
- Replies: 3
- Views: 2133
Re: Embedded nodes visibility
And another one. I noticed that bypass flag doesn't work in shader context. For example i use some Tool node after Texture and want to compare before-after.
Switching bypass flag doesn't work. I have to rewire network.
Switching bypass flag doesn't work. I have to rewire network.