OctaneRender™ 2020.1 XB2 [superseded by 2020.1 XB3]

Forums: OctaneRender™ 2020.1 XB2 [superseded by 2020.1 XB3]
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Re: OctaneRender™ 2020.1 XB2 [latest 2020.1.x]

Postby Lewis » Sun Jan 19, 2020 10:21 pm

Lewis Sun Jan 19, 2020 10:21 pm
Thanks for Explanation vijay.

Yes please check with rest of team is there way to fix main pass in future so we could avoid that limitation.
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Re: OctaneRender™ 2020.1 XB2 [latest 2020.1.x]

Postby mojave » Tue Jan 21, 2020 8:02 pm

mojave Tue Jan 21, 2020 8:02 pm
VVG wrote:hi, dev
Vectron Volumes its something mystical?

how it works? give us example scene pls

1. viewtopic.php?p=373864#p373864
2. viewtopic.php?p=375169#p375169
3. viewtopic.php?p=370185#p370185

thanks


We have updated the section regarding vectron volumes in the initial 2020.1 XB1 release post with a Lua script you can use as reference.

viewtopic.php?f=33&t=73237
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Re: OctaneRender™ 2020.1 XB2 [latest 2020.1.x]

Postby karl » Thu Jan 30, 2020 3:37 am

karl Thu Jan 30, 2020 3:37 am
Notiusweb wrote:I found another bug for this build-

If you add Layers to a Material
ie - Material Layer>Layer 1:Diffuse Layer

And then rename them
ie - Material Layer>Layer 1:Blend Color

The name will revert back to the default "Diffuse Layer" upon saving, closing, and re-opening file.

Ideally upon shutting down scene and reopening, the Layer should still have the name "Blend Color"


Hi Notiusweb, this bug has been fixed for the next release. Thanks for the report.
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Re: OctaneRender™ 2020.1 XB2 [superseded by 2020.1 XB3]

Postby Lewis » Thu Feb 13, 2020 6:37 pm

Lewis Thu Feb 13, 2020 6:37 pm
Hi,

Please OTOY/DEVs look at this very simple ORBX file. in 2019.1.5 it render correctly while in 2020.XB3 it renders BLACK (Universal material)

Please fix it to be correct like in 2019.1.5?

Thanks
Attachments
sphere.rar
(54.29 MiB) Downloaded 243 times
OCT_BetaXB3_Wrongmaterial.jpg
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Re: OctaneRender™ 2020.1 XB2 [latest 2020.1.x]

Postby karl » Tue Feb 25, 2020 4:15 am

karl Tue Feb 25, 2020 4:15 am
linograndiotoy wrote:It looks like we have an issue with UV sets when using Random Walk (thanks Shaun Lee Bishop for reporting it).
Basically the Albedo input in the Random Walk node is able to correctly use UV set 1 only.
Just load the scene in Standalone 2020.1 XB2 and start the preview. The mesh has 2 identical UVs. Everything looks fine when UV set 1 is used:
UVSet1.JPG

Now change the UVW Projection to UV set 2, and you'll get this:
UVSet2.JPG


Thanks!

UVSetIssue.orbx


This issue has been fixed in the next release (after RC1).
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