OctaneRender™ 2019.1.4

VIP Information, news and announcements regarding new Octane Render commercial products and releases.
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wallace
OctaneRender Team
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Joined: Sun Dec 18, 2016 10:38 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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wallace
OctaneRender Team
Posts: 188
Joined: Sun Dec 18, 2016 10:38 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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funk
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Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Thanks wallace
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

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.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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