noldo wrote:https://1drv.ms/f/s!AuJBOGWzbPfe-r0jB8LsL2n_zeY_tA?e=jUYiaT
Hi noldo, the gizmo is working in both win and macOS. Are you first selecting the geo node or placement with the move gizmo active? (sorry for the silly question)
noldo wrote:https://1drv.ms/f/s!AuJBOGWzbPfe-r0jB8LsL2n_zeY_tA?e=jUYiaT
ricky_otoy wrote:noldo wrote:https://1drv.ms/f/s!AuJBOGWzbPfe-r0jB8LsL2n_zeY_tA?e=jUYiaT
Hi noldo, the gizmo is working in both win and macOS. Are you first selecting the geo node or placement with the move gizmo active? (sorry for the silly question)
noldo wrote:I tried the drivers game and studio, with both I don't see the gizmo. It's not a big deal, I work without it.
noldo wrote:Bug?
When i set a texture to the plane with "Sample pos. to UV" for matching the background, the object in the scene become semitrasparent...
I attach the scene and image sample.
abstrax wrote:noldo wrote:Bug?
When i set a texture to the plane with "Sample pos. to UV" for matching the background, the object in the scene become semitrasparent...
I attach the scene and image sample.
This projection uses the sample position in image space to calculate the UV coordinate, it's not doing an inverse transformation of a hit point into image space. For the latter you would have to use the perspective projection.
As a result, "Sample pos. to UV" should not be used for regular path tracing or it will give you results like you observed, because when a path bounces around in the scene it will always use the same UV coordinate which only depends on the pixel position of that path.
This projection was mostly added for the global texture AOVs.
renderingz wrote:Is this feature locked? We’re halfway through the year and still none of the features that were supposed to come in 2023 aren’t even in 2024?
Why is it that every year there is a flashy GTC presentation which promises features and every year without fail none of them make it into a release? Still waiting on rest position support for Houdini for multiple years.
Where are all these?Also in our plans:
Volumetric user data
Additive materials
Rest position input
Spectral fabric material
Motion blur for HDRI environments
Motion blur for texture displacement
Adaptive subdivision for vertex displacement
New parametric spline and curve primitives
UVW packing for compiled DCC primitives (instead of UV). This can be used by plugins to "pin" procedural textures to deformed textures.
Multi-stream: headless and live linked render across DCCs.
Multi-render: swap to any other engine in seconds.
Multi-engine: for example the full C4D application (with plugins) in Octane core, and also World Creator
Photon tracing / irradiance caching
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