I started messing around with fog and noticed that for some reason if fog thickness on the environment tag is ~10, the light itself casts a shadow when you are far away.
https://i.imgur.com/uHcaAGt.jpg
You can see here how it moves depending on the viewing position.
https://gyazo.com ...
Search found 6 matches
- Thu Jan 18, 2018 6:50 pm
- Forum: Maxon Cinema 4D
- Topic: 3.07-R2 fog thickness issues
- Replies: 1
- Views: 847
- Sat Dec 16, 2017 8:34 pm
- Forum: Maxon Cinema 4D
- Topic: Is this the correct camera projection behavior?
- Replies: 1
- Views: 885
Is this the correct camera projection behavior?
I am messing around with camera projection of imagetextures and I was wondering the result I'm getting is the correct behavior.
https://i.imgur.com/Ly5TltL.png
As you can see the projection also appears on the back sides as well and IDK if it's suppose to be like that or not. I tried to get rid ...
https://i.imgur.com/Ly5TltL.png
As you can see the projection also appears on the back sides as well and IDK if it's suppose to be like that or not. I tried to get rid ...
- Sun Dec 03, 2017 12:40 am
- Forum: Releases
- Topic: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017
- Replies: 194
- Views: 117554
Re: Version 3.08-test6 (TEST VERSION)
Could we get a subscription build for windows?
Thanks.
Thanks.
- Mon Aug 28, 2017 2:08 pm
- Forum: Releases
- Topic: Test Version 3.07-Test3a
- Replies: 118
- Views: 71237
Re: Test Version 3.07-Test3a
I don't know if this is where we post bugs/problems for this build but I Just tried scatter with animated deformed plane and it's a bit dodgy.
Left is scatter, right is regular cloner
https://www.youtube.com/watch?v=ekJ_2KJ1p9U
Cloner looks clean while scatter keeps creating/deleting points ...
Left is scatter, right is regular cloner
https://www.youtube.com/watch?v=ekJ_2KJ1p9U
Cloner looks clean while scatter keeps creating/deleting points ...
- Fri Jul 14, 2017 1:23 pm
- Forum: Octane for Unity
- Topic: Clean renders, activating gpus, and render times
- Replies: 14
- Views: 13747
Re: Clean renders, activating gpus, and render times
Did some simple tests and Unity rendered on average 2x slower than Cinema4D
Path tracing
http://i.imgur.com/2vPQxwv.jpg
Direct lighting with gi_diffuse
http://i.imgur.com/7c5rEpS.jpg
I used default settings from unity for path tracing but for DL I changed them a bit because specular and ...
Path tracing
http://i.imgur.com/2vPQxwv.jpg
Direct lighting with gi_diffuse
http://i.imgur.com/7c5rEpS.jpg
I used default settings from unity for path tracing but for DL I changed them a bit because specular and ...
- Fri Jul 14, 2017 1:17 pm
- Forum: Octane for Unity
- Topic: Render passes break viewport
- Replies: 1
- Views: 2538
Render passes break viewport
when I enable render passes the viewport kinda breaks. At first it was fine but I couldn't switch to main pass and then other passes bugged out.
This is what I started to get http://i.imgur.com/ReTJqvy.png
But it should look like this http://i.imgur.com/AOVvhrY.png
Need to reload octane to fix it.
This is what I started to get http://i.imgur.com/ReTJqvy.png
But it should look like this http://i.imgur.com/AOVvhrY.png
Need to reload octane to fix it.