OctaneRender™ 2019.1.4

Forums: OctaneRender™ 2019.1.4
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Re: OctaneRender™ 2019.1.4 [current 2019.1.x]

Postby wallace » Sun Dec 15, 2019 9:30 pm

wallace Sun Dec 15, 2019 9:30 pm
funk wrote:There is a regression with Universal material + medium fake shadow + albedo


Thank you for reporting this, I have looked into this problem and have fixed it for the next version.
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Re: OctaneRender™ 2019.1.4 [current 2019.1.x]

Postby wallace » Sun Dec 15, 2019 10:52 pm

wallace Sun Dec 15, 2019 10:52 pm
funk wrote:Another user pointed out this bug to me.

Layered materials dont seem to work correctly if you have a layer, and the BASE MATERIAL pin comes from a MIX or COMPOSITE material

layered_material_bug.png


1. Load the ocs and right click the layered material > render. You will see a MIXed diffuse/metallic checkered material
2. Plug the Specular layer into the the layered material > layer 1 pin

The entire material becomes glass. It should become a clear coated diffuse/metallic checkered material


I have fixed this issue, and it will be in the next version.

Thanks.
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Re: OctaneRender™ 2019.1.4 [current 2019.1.x]

Postby funk » Mon Dec 16, 2019 1:07 am

funk Mon Dec 16, 2019 1:07 am
Thanks wallace
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Re: OctaneRender™ 2019.1.4 [current 2019.1.x]

Postby abstrax » Mon Dec 16, 2019 8:33 pm

abstrax Mon Dec 16, 2019 8:33 pm
KeeWe wrote:When can we expect a cryptomatte fix where the color palette is not randomly changing everytime you start the rendering?

Sorry forgot to reply to your message. Since you are most likely using the C4D plugin: The TL;DR version is that you should not use crypto passes "CryptoMaterialNode" and "CryptoObjectNode", but instead "CryptoMaterialNodeName" or "CryptoObjectNodeName".

The reason for that is that the crypto matte passes "CryptoMaterialNode" and "CryptoObjectNode" generate a unique ID/colour using the material/object layer node names and unique node ID. Every time a new node is created inside a node graph it will get a new unique ID. When you restart rendering, the plugin deletes all existing nodes and recreates them, resulting in new unique IDs, which is then causing the cryptomatte ID to change as well. On the other hand, the render passes "CryptoMaterialNodeName" and "CryptoObjectNodeName" use only the names of the material/object layer nodes, resulting in reproducible cryptomatte IDs, even after a render restart.
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