Search found 25 matches

by friscokid
Thu Feb 04, 2016 9:17 am
Forum: Releases
Topic: Version 2.26.1 (28.11.2016) - Obsolete Stable
Replies: 126
Views: 115842

Re: Version 2.25-R1 (28.01.2016)

aoktar wrote:Solution looks like.
Thanks. Adding a float texture to Scattering fixes it.
Do you know what was the default value before I had to add a float texture? 0, 0.5 or 1?
by friscokid
Wed Feb 03, 2016 11:30 pm
Forum: Releases
Topic: Version 2.26.1 (28.11.2016) - Obsolete Stable
Replies: 126
Views: 115842

Re: Version 2.25-R1 (28.01.2016)

aoktar wrote:I'm still not sure what's your expected results? That's my results on 2.25 and 2.23.2.
With Plugin version 2.24.1 R3 and in Standalone 2.24.2 I'm getting this:
correct_emission.png
This is what I expect.
by friscokid
Wed Feb 03, 2016 6:58 pm
Forum: Releases
Topic: Version 2.26.1 (28.11.2016) - Obsolete Stable
Replies: 126
Views: 115842

Re: Version 2.25-R1 (28.01.2016)

Ok thanks. Let's check it if you post a sample scene and expected result.

OK, here is simple scene that is working correctly with plugin version 2.24.1 R3 and is not working with plugin version 2.24.2 R2.

EDIT: it seems like I can't upload a C4D scene here. How can I send you the file?
EDIT 2 ...
by friscokid
Wed Feb 03, 2016 6:22 pm
Forum: Releases
Topic: Version 2.26.1 (28.11.2016) - Obsolete Stable
Replies: 126
Views: 115842

Re: Version 2.25-R1 (28.01.2016)

For second, can you check it on SA. If it's different than plugin can be a problem. But this version has been tested for long time(all 2.24.2 period) and i didn't get any feedbacks for that!

Just tested the same node setup (the one of my screenshot) in 2.25 and 2.24.2 Standalone and the Material ...
by friscokid
Wed Feb 03, 2016 5:43 pm
Forum: Releases
Topic: Version 2.26.1 (28.11.2016) - Obsolete Stable
Replies: 126
Views: 115842

Re: Version 2.25-R1 (28.01.2016)

@friscokid : I think it's related with the new parameter of light tag, surface brightness. Can you unselect it? I'll check it to fix for old scenes.

Well, disabling surface brightness "fixed" the normal emitters. Does that mean surface brightness is now working correctly or that it was working ...
by friscokid
Wed Feb 03, 2016 10:34 am
Forum: Releases
Topic: Version 2.26.1 (28.11.2016) - Obsolete Stable
Replies: 126
Views: 115842

Lighting errors

Hi,
the lighting is totally messed up in Plugin versions 2.24.2-R2 and 2.25-R1.

General System Info
Win 10 x64
C4D R 16.050
Nvidia: 361.75

Last working version combination :
Plugin: 2.24.1-R3
Octane: 2.24.2 win64

NOT working version combination A :
Plugin: 2.24.2-R2
Octane: 2.24.2 win64

NOT ...
by friscokid
Wed Jun 17, 2015 5:12 pm
Forum: General Discussion
Topic: Illumination Problem
Replies: 11
Views: 7365

Re: Illumination Problem

Hi Beppe,

thanks a lot for the renders and the suggestion. The illumination in your renders is close to what I'd like to achieve.
However, when I try the same setup as you did, it just doesn't work.

Image 1 is a render with no emitter in the back of the display but with an emitter in the ...
by friscokid
Wed Jun 17, 2015 11:13 am
Forum: General Discussion
Topic: Illumination Problem
Replies: 11
Views: 7365

Re: Illumination Problem

In this scene you should enable fake shadows on the glass pane and leave alpha shadows enabled
That's my current setting.

it may help to increase the depth values.
If you mean Diffuse and Specular Depth, there is no real difference starting from a value of 10.

Ray epsilon is important, and ...
by friscokid
Tue Jun 16, 2015 6:22 pm
Forum: General Discussion
Topic: Illumination Problem
Replies: 11
Views: 7365

Re: Illumination Problem

This is another example that shows my problem very clearly.
My object has a lot of small light sources. I disabled all other external light sources that illuminate the object.
As you can see the light sources of the object itself don't cast any visible illumination.
In reality if you had an object ...
by friscokid
Tue Jun 16, 2015 5:35 pm
Forum: General Discussion
Topic: Illumination Problem
Replies: 11
Views: 7365

Re: Illumination Problem

Try PMC kernel.. ?
Same problem with PMC

is the "Alpha Shadows" enabled or disabled? also how about the specular depth value?
Alpha Shadows is enabled, but disabling it makes no difference.

and instead of one emitter and one specular object, why not use only the emissive option of the sss ...

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