by acc24ex » Sun Jun 06, 2010 2:50 am
acc24ex
Sun Jun 06, 2010 2:50 am
Very nice work.. almost everything works.. apart from the textures again..
The textures export works when I use Riptide .obj export plugin (they have a free 32 bit version)..
Anyhow, I use a simple little trick with some procedural materials created in c4d, just open the material right click on the small render preview and click open window, that opens it in a new window.. maximize it turn the preview into a plane and use alt +print screen to copy to clipboard and cut out the procedural map.. sometimes it just doesn't look pretty enough but that's a way to get some material mixed up in c4d, you can always do that with all the noise shaders and that's a lot to play with..
I know it's looks too basic, but can you implement something like that into the plugin.. like just put whatever it looks like in the material preview window set at say 1024x1024 and copy/paste-save the screen from that..
You know if you have some alpha channels active it's a drag to relink all the textures again, really needs the texture stuff
And what's with the sun settings, and GPU device selection.. and can you make a switch to pathtracing check box, that would be usefull..
apart from that, great work, click on render opens up octane in the specified camera location, that's what I wanted from the first run, with the correct angle and aperture, and loads octane with the entered resoluton.. So far this looks simpler and easier to use than maxwell and fryrender.. Only needs work now
looks pretty nice all of that now, now everyone will start using octane instead of vray.. btw any vray4c4d users here, to compare some the workflow (I wanted to buy vray but the whole thing is expensive and needs a lot of work anyway)
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