two direct light at extremely low altitudes from the floor

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Re: two direct light at extremely low altitudes from the floor

Postby Goldisart » Thu Feb 16, 2017 7:09 am

Goldisart Thu Feb 16, 2017 7:09 am
for inexperienced users ray Epsilon the same as a grenade for monkey
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Re: two direct light at extremely low altitudes from the floor

Postby Elvissuperstar007 » Thu Feb 16, 2017 8:18 am

Elvissuperstar007 Thu Feb 16, 2017 8:18 am
revite . archicad. autocad .... mm ok
3ds max only meters Оо this is the most stupid decision. Modeled in meters is not possible, the objects fly
we are talking about it for two months. Almost the whole world is working in millimeters, all base Libraries in millimeters
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Re: two direct light at extremely low altitudes from the floor

Postby Goldisart » Thu Feb 16, 2017 8:25 am

Goldisart Thu Feb 16, 2017 8:25 am
viewtopic.php?f=27&t=59415&start=10


all !!!! you will have to redo for 3ds max octane dynamic adjustment in the unity world :) :) :) :) :) :) otherwise, no, all the facts lead to one thought . . . PROCESSING
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Re: two direct light at extremely low altitudes from the floor

Postby paride4331 » Thu Feb 16, 2017 10:38 am

paride4331 Thu Feb 16, 2017 10:38 am
Hi Goldis,
why are you so angry, what if you were to work with inches?..
If you will have to work on a ship 3D model, produced in the US, do you ask to developer to edit it in mm?
I have repeated a thousand times you can work with mm cm m km, this has no effect with unit set in mt.
I do not understand what the problem is. Is it so hard to accept Octane think in meters? It sounds something like absolute and relative coordinates, where is the problem so angry?
About ray epsilon, I do not consider to be a relationship between absolute ray epsilon and unit scale, its use is subject rather the scene you're rendering, geometry, and distance from the camera. However, in this specific case you are ignoring GI.
https://youtu.be/frLwRLS_ZR0
My advice is you could make your own presets Octane about kernel etc and save them (setup Render> preset).
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Paride
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Re: two direct light at extremely low altitudes from the floor

Postby Goldisart » Thu Feb 16, 2017 2:46 pm

Goldisart Thu Feb 16, 2017 2:46 pm
1/ / ... ONLY DIRECT - ONLY AO / I'm not talking and not DIFFUSE nor on the patch the only trace of it in the wrong ray Epsilon this error occurs .... 2 no normal person working in MM or CM UNIT will never work in M - UNIT ///// and third, your words lead me more towards FSTORM RENDER / / / / since you insist on talking about m ..... and we are all the fools are working in mm and cm, .... I have a million once again ...... forget about the meter DEAR !!!!! most people who work with the exact values in 3dmax work in mm and m units !!!!! the only way I get through to you ?!?!?!?! and I don't need a lesson about Pach trace I am familiar with physics
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Re: two direct light at extremely low altitudes from the floor

Postby Goldisart » Thu Feb 16, 2017 2:49 pm

Goldisart Thu Feb 16, 2017 2:49 pm
[color=#FF0000]this is my last letter in octane render ..... CONTINUE TO WORK IN METERS !!! NO LONGER A SINGLE WORD IN YOUR DISGUSTING FORUM !!![/color]
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Re: two direct light at extremely low altitudes from the floor

Postby paride4331 » Thu Feb 16, 2017 4:42 pm

paride4331 Thu Feb 16, 2017 4:42 pm
Goldis, That may not have come out the way I intended.
I said you can work in any unit of measure you want.
I did not say you have to work in meters.
I simply said Octane engine thinks in meters.
No matter whether you work in mm cm or meters with 3dsMax.
But when using parameters such as z-depth, diplacement etc and/or kernel values they are in meters.
Then "1" is not 1cm or 1mm but 1mt.
Regards
Paride
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