Unfortunately almost everything I do relies heavily on transparency either via textures with alpha channels or fresnel shaders.
If I cant visualise opacity in the viewport, I'm lost. Even the 8bit dithery thing that Cinema does by default is perfectly fine with me.
But as the viewport doesn't read ...
Search found 8 matches
- Mon Nov 23, 2020 10:52 pm
- Forum: Maxon Cinema 4D
- Topic: Seperate materials for Cinema4D viewport and Octane?
- Replies: 2
- Views: 1246
- Fri Nov 20, 2020 1:04 am
- Forum: Maxon Cinema 4D
- Topic: Seperate materials for Cinema4D viewport and Octane?
- Replies: 2
- Views: 1246
Seperate materials for Cinema4D viewport and Octane?
I frequently run into issues when converting textures over to Octane than all opacity information from Octane materials is ignored in the standard Cinema4D viewport.
when you don't have 4 x 3080's at your disposal, the standard viewport is still the best tool for previewing animation etc, but once ...
when you don't have 4 x 3080's at your disposal, the standard viewport is still the best tool for previewing animation etc, but once ...
- Wed Aug 26, 2020 6:27 am
- Forum: General Discussion
- Topic: How to composite Bloom like in the live window?
- Replies: 0
- Views: 628
How to composite Bloom like in the live window?
Love the Octane bloom, but I don't want to loose alphas so trying to do them as a seperate pass and combine in post.
But I can't seem to achieve the same look as the live viewer.
I'm exporting 32bit openEXR frames with buffer set to Float (linear), importing both layers into a 32bit AE project.
I ...
But I can't seem to achieve the same look as the live viewer.
I'm exporting 32bit openEXR frames with buffer set to Float (linear), importing both layers into a 32bit AE project.
I ...
- Mon Aug 10, 2020 9:13 am
- Forum: Maxon Cinema 4D
- Topic: Quick way to render just Alpha pass?
- Replies: 2
- Views: 2141
Re: Quick way to render just Alpha pass?
OMG seems to obvious now, thanks!aoktar wrote:Re-render all sequence at low max-samples value, even with directlighting or info channels kernel.
- Fri May 29, 2020 2:32 am
- Forum: Maxon Cinema 4D
- Topic: Quick way to render just Alpha pass?
- Replies: 2
- Views: 2141
Quick way to render just Alpha pass?
I just finished a queue a day and a half long and realised all my alphas are pure white 
Is there way to go back and press out just the alphas without waiting for that whole queue again?
My scenes don't have any transparency or reflections.
Cheers

Is there way to go back and press out just the alphas without waiting for that whole queue again?
My scenes don't have any transparency or reflections.
Cheers
- Wed May 20, 2020 12:24 am
- Forum: General Discussion
- Topic: Simulating hair/rim lights in Octane
- Replies: 2
- Views: 1250
Re: Simulating hair/rim lights in Octane
maybe you could try with Vector Displacement with Falloff, and SSS :roll:
Hi Beppe and thanks for the tip!
The suggestion sounds good, but I'm not sure I understand how the Vector Displacement works into it.
Are you saying to apply a seperate material with Falloff and SSS just to the displaced ...
Hi Beppe and thanks for the tip!
The suggestion sounds good, but I'm not sure I understand how the Vector Displacement works into it.
Are you saying to apply a seperate material with Falloff and SSS just to the displaced ...
- Tue May 19, 2020 4:43 am
- Forum: General Discussion
- Topic: Simulating hair/rim lights in Octane
- Replies: 2
- Views: 1250
Simulating hair/rim lights in Octane
I have a clothed figure I'd like to light directly from behind to achieve the common halo effect that comes with doing this in the real world.
Of course by default with a light directly behind there is nothing catching and diffracting the light at the edges.
The obvious thing is to apply some sort ...
Of course by default with a light directly behind there is nothing catching and diffracting the light at the edges.
The obvious thing is to apply some sort ...
- Tue Mar 24, 2020 8:38 am
- Forum: Maxon Cinema 4D
- Topic: Any way to use a standard material for viewport?
- Replies: 1
- Views: 849
Any way to use a standard material for viewport?
I often still use 'billboard' type objects in scenes, i.e plane with image+alpha texture.
Alphas works fine in the opacity channel for Octane materials, but in the viewport the backgrounds are opaque and black which can make the whole scene black the way I'm using them.
Is there a way to have a ...
Alphas works fine in the opacity channel for Octane materials, but in the viewport the backgrounds are opaque and black which can make the whole scene black the way I'm using them.
Is there a way to have a ...