Renart wrote:Hi!
Is there an sample file to see how the the Colour vertex attribute are supposed to work?
I've tested with different geometries coming from different programs and none of them work. I'm sure I'm using the right attribute name....
Are we suppose to plug the Colour Vertex Attribute directly to the material node or do we need to use an OSL script in between?
Thanks!
Notiusweb wrote:I already can report that several ABC files I have are not importing into RC1, but were importing fine into XB2.
Issues consist of Octane freezing during AI Cache, and missing geometry in the ABC file.
In each case if left on, ABC files in Octane RC1 will cause GPUs to disconnect and driver reset.
DPC Latency shows no spike, and # GPUs is not a factor either. Seems that RC1 just has a very very rough time with ABC files.
FBXs on other hand load in great, Opacity fix is very nice! I find that Metallic map and roughness is not imported, just are imported as Black (or "0") like Opacity was.
No big deal, we can tweak in scene no issue, just wondering if this this a parameter stored in the FBX file that could be read by Octane.
calus wrote:The sdf-union-material.orbx example have a mistake In the unionRound function, swaping the SDF input in the result:a.dist - b.dist
should beb.dist - a.dist
PolderAnimation wrote:I keep coming with requests but just trying to make octane better .
It would be nice to have the option to make reference copys of placement nodes. So when you adjust one all of the other will adjust too.
Just an idea. Cheers,
PolderAnimation wrote:There are 'colour vertex attribute' and 'greyscale vertex attribute' nodes. You can not use a vector attribute in a greyscale node (make sense).
But can we have it that if you put .x .y or .z after the string input you can use that float channel of the vector in a ' greyscale vertex attribute' node?
For example you have a vector Cd for your vertex colors. But if you want to use 1 channel you can use Cd.x in a 'greyscale vertex attribute' node and only use the red channel.
That would be great.
shader ChannelSelector(
color inputColor = color(1, 1, 1) [[string label = "Input color"]],
int channel = 0 [[string label = "Channel", string widget = "mapper", string options = "Red:0|Green:1|Blue:2"]],
output color c = 0)
{
c = inputColor[channel];
}
shader ChannelSelector(
color inputColor = color(1, 1, 1) [[string label = "Input color"]],
int channel = 0 [[string label = "Channel", int min = 0, int max = 2]],
output color c = 0)
{
c = inputColor[channel];
}
coilbook wrote:HI otoy, I sent you a couple of scenes related to ai light and noise. Also I want to add that when using ai light it generates more fireflies than when not using it.
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