Hi,
not sure if this is a bug, but I found out, that OSL-Texture only compile when the material is applied to an object? Is this wanted?
Search found 13 matches
- Tue Jul 03, 2018 9:02 pm
- Forum: Releases
- Topic: Version 3.08.1-R4 (obsolete stable)
- Replies: 203
- Views: 122782
- Fri May 25, 2018 2:11 pm
- Forum: Bug Reports
- Topic: Baking Problems with different UV Channels
- Replies: 5
- Views: 2667
Re: Baking Problems with different UV Channels
Thx for your time.
Yes I went through it. Maybe I just have a wrong idea of how UVs work.
Maybe this attached image will give you a better understanding what exactly my goal is.
(e.g. coming from flatmapping and want to bake this into a compressed UV.)
Yes I went through it. Maybe I just have a wrong idea of how UVs work.
Maybe this attached image will give you a better understanding what exactly my goal is.
(e.g. coming from flatmapping and want to bake this into a compressed UV.)
- Fri May 25, 2018 11:29 am
- Forum: Bug Reports
- Topic: Baking Problems with different UV Channels
- Replies: 5
- Views: 2667
Re: Baking Problems with different UV Channels
Thanks for clearing this out for me.
Now my real problem is...
while the shadow gets compressed to the new UV-Set, why doesn't this happen to the actual texture itself, which is what I tried to achieve.
At the moment the texture just gets cut away.
Now my real problem is...
while the shadow gets compressed to the new UV-Set, why doesn't this happen to the actual texture itself, which is what I tried to achieve.
At the moment the texture just gets cut away.
- Fri May 25, 2018 7:36 am
- Forum: Bug Reports
- Topic: Baking Problems with different UV Channels
- Replies: 5
- Views: 2667
Baking Problems with different UV Channels
Hi,
I have a question concerning texture-baking.
The problem I'm facing is to get the baking from one-UV-set to an other.
explanation: I've got a plane with regular UV-mapping. After baking this one out, the result is a stretched texture.
So I tried to "unwrap" this plane and get a non distorted UV ...
I have a question concerning texture-baking.
The problem I'm facing is to get the baking from one-UV-set to an other.
explanation: I've got a plane with regular UV-mapping. After baking this one out, the result is a stretched texture.
So I tried to "unwrap" this plane and get a non distorted UV ...
- Wed May 23, 2018 9:49 am
- Forum: Releases
- Topic: Version 3.08.1-R4 (obsolete stable)
- Replies: 203
- Views: 122782
Re: Version 3.08(latest stable)
Hi,
I have a question concerning texture-baking.
The problem I'm facing is to get the baking from one-UV-set to an other.
explanation: I've got a plane with regular UV-mapping. After baking this one out, the result is a stretched texture.
So I tried to "unwrap" this plane and get a non distorted ...
I have a question concerning texture-baking.
The problem I'm facing is to get the baking from one-UV-set to an other.
explanation: I've got a plane with regular UV-mapping. After baking this one out, the result is a stretched texture.
So I tried to "unwrap" this plane and get a non distorted ...
- Thu Mar 08, 2018 10:38 pm
- Forum: Releases
- Topic: Version 3.08-RC1.1
- Replies: 168
- Views: 99387
Re: Version 3.08-RC1.1
Is anything wrong with Triplanar Mapping?
I'm using a simple Dirt Map in the Roughness Channel with Triplanar Mapping and if I change a value the "Material generate" Part takes like 5-10 Seconds.
I'm using R19.
I'm using a simple Dirt Map in the Roughness Channel with Triplanar Mapping and if I change a value the "Material generate" Part takes like 5-10 Seconds.
I'm using R19.
- Fri Jan 05, 2018 2:51 pm
- Forum: Maxon Cinema 4D
- Topic: Highlight Compression not working with Linear Renderbuffer
- Replies: 2
- Views: 1747
Re: Highlight Compression not working with Linear Renderbuffer
Hi, thanks for you quick reply.
Unfortunately that's not an option, because I need the color informations.. Is there a way in compositing to achieve the exact same result?
Unfortunately that's not an option, because I need the color informations.. Is there a way in compositing to achieve the exact same result?
- Fri Jan 05, 2018 1:26 pm
- Forum: Maxon Cinema 4D
- Topic: Highlight Compression not working with Linear Renderbuffer
- Replies: 2
- Views: 1747
Highlight Compression not working with Linear Renderbuffer
Hi,
I have a problem using the Highlight Compression with Linear Renderbuffer. In the Liveviewer the Highlight Compression is working fine, but if I render to the Pictureviewer the compresion is gone, no matter which value I choose. If I set the Render Buffer Type to Float (tonemapped) the ...
I have a problem using the Highlight Compression with Linear Renderbuffer. In the Liveviewer the Highlight Compression is working fine, but if I render to the Pictureviewer the compresion is gone, no matter which value I choose. If I set the Render Buffer Type to Float (tonemapped) the ...
- Sun Dec 03, 2017 12:11 pm
- Forum: General Discussion
- Topic: Nuke - Color Difference with Transmissive Objects
- Replies: 0
- Views: 1009
Nuke - Color Difference with Transmissive Objects
Hi,
I'm having problems rebuilding an Octane Multipass Rendering in Nuke.
I followed the instructions from this site:
https://docs.otoy.com/StandaloneH_DEV/StandaloneManual.htm#StandaloneDEV/BeautyPasses.htm
My node tree in Nuke is exactly the same and without transmissive Materials the merged ...
I'm having problems rebuilding an Octane Multipass Rendering in Nuke.
I followed the instructions from this site:
https://docs.otoy.com/StandaloneH_DEV/StandaloneManual.htm#StandaloneDEV/BeautyPasses.htm
My node tree in Nuke is exactly the same and without transmissive Materials the merged ...
- Sun Aug 20, 2017 11:13 am
- Forum: Releases
- Topic: Version 3.06.2 - obsolete stable
- Replies: 241
- Views: 135466
Re: Version 3.06.2 - Latest stable
Sounds nice, what exactly do you plan for a better Forester support?aoktar wrote:Yes both are on my interest for better support.Weezer wrote:Nice to see you have Forester and RealFlow on your test rig