Search found 5 matches

by boxoffrogs
Mon Apr 19, 2021 8:49 am
Forum: M is for Metaverse Gallery
Topic: Character design with my Octane Skin Shader
Replies: 5
Views: 12511

Character design with my Octane Skin Shader

For a hobby I like to design 3D-Characters and work on a skin shader based on Daz Studio content.
I hope you like it and would be grateful for some constructive criticism :)

In order of creation date, newest to oldest:

https://cdna.artstation.com/p/assets/images/images/036/782/764/medium ...
by boxoffrogs
Thu Jul 23, 2020 1:45 pm
Forum: News & Announcements
Topic: NEW: Octane X - is finally here! [MEGA FAQ THREAD]
Replies: 1681
Views: 24683699

Re: NEW: Octane X - is finally here! [MEGA FAQ THREAD]

Great work guys, very happy Octane X is finally here. Regarding the net rendering. Before the beta I had the information that cross rendering between mac and pc would be possible. I have a MacPro as master and two pc slaves which does not work right now. Is this still going to happen or is this off ...
by boxoffrogs
Fri May 08, 2020 7:28 am
Forum: Bug Reports
Topic: Crashing : almost always related to materials
Replies: 9
Views: 6326

Re: Crashing : almost always related to materials

Just a quick finding for anyone who has texture-related crashes. What worked for me is disabling "Multi-Thread for materials" in Settings > Other.
by boxoffrogs
Mon Feb 03, 2020 12:22 pm
Forum: Maxon Cinema 4D
Topic: Eyes trouble from daz to cinema4d
Replies: 15
Views: 6292

Re: Eyes trouble from daz to cinema4d

Hi,
Ray Epsilon controls the precision of the engine, and it is related with the scale of geometry.
If you need to change the Ray Epsilon for correcting the eyes, something is wrong in the scale of the imported model, and must to be fixed.
ciao Beppe

Hi Beppe,

I always have this problem with ...
by boxoffrogs
Tue Jan 28, 2020 2:27 pm
Forum: Maxon Cinema 4D
Topic: Eyes trouble from daz to cinema4d
Replies: 15
Views: 6292

Re: Eyes trouble from daz to cinema4d

Hi, in the render kernel setting try decreasing the ray epsilon setting to the lowest possible value. This should fix it.

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