linograndiotoy wrote:Toon Material current shows artifacts when Displacement is used:
Thanks for the report, this is fixed and will be in the next release.
linograndiotoy wrote:Toon Material current shows artifacts when Displacement is used:
galleon27 wrote:Cryptomatte renders incorrectly with environment medium.
"Volume occlusion"
(this is hash adff935c).roeland wrote:galleon27 wrote:Cryptomatte renders incorrectly with environment medium.
Hi,
If using any scattering medium or volume (including environment medium), the occlusion due to scattering will show up in a separate matte, with name"Volume occlusion"
(this is hash adff935c).
If you look at this matte, you should see it become more thick as the depth through the medium increases.
wallace wrote:linograndiotoy wrote:Toon Material current shows artifacts when Displacement is used:
Thanks for the report, this is fixed and will be in the next release.
Goro wrote:I have had trouble making vertex opacity work.
I read that in RC6 there was support for rgb and rgba. Vertex Color has been working for me for a while now except opacity.
Attaching a file with some test geometry. The image below is what I'm expecting to see (the screenshot is from MAYA)
However when I import the alembic files in Octane the opacity does not behave properly.
The left tubes are exported with "rgba" the tubes on the right are exported with separated alpha "rgb" and "opacity"
While the color information works I cannot seem to get the opacity to work.
Goro wrote:Yes that was what I was thinking in terms of using RGBA however the second example to the right was exported with separate float attribute for the alpha "opacity".
It used to work in an earlier build from 2019 when I tested vertex colors in octane standalone when it was first supported.
So second export has "rgb" for color, and "opacity" for greyscale. Both exports are included in the attached orbx.
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