Page 16 of 17

Re: Cinema4D version 2023.1-[R7] (Latest Stable) 25.11.2023

PostPosted: Sat Dec 09, 2023 3:19 pm
by aoktar
SilentPartnersStudio wrote:
Correct.
And when I do this, the direction is reversed.

both the same:
disc area light 03.JPG


disc rotated +180:
disc area light 02.JPG


I can't follow whole of the discussion, but primitives and analytics are oriented different on Core side. Plugin apply some correction to obtain same direction. For analytics, you need to set "Rotation order=YZX".

Re: Cinema4D version 2023.1-[R7] (Latest Stable) 25.11.2023

PostPosted: Sat Dec 09, 2023 3:21 pm
by aoktar
SilentPartnersStudio wrote:In the texture emission, the lightpass attribute has not been adjusted to accept values higher than 8.

What's the version number that are you using?

Re: Cinema4D version 2023.1-[R7] (Latest Stable) 25.11.2023

PostPosted: Sat Dec 09, 2023 6:16 pm
by Kalua
R7 is working great here.
Thanks, Aoktar.
I wish there was a way to select all "Glossy" materials, all "Diffuse" ones.... you know, on Material manager.
Cause now I have many projects with 2022 materials and wish to upgrade all at once double BRDF models: typically Octane >>> Lambertian and Octane >>> GGX switch.
Any way to do that fast or maybe some feature to implement it?
Regards,

Re: Cinema4D version 2023.1-[R7] (Latest Stable) 25.11.2023

PostPosted: Sat Dec 09, 2023 6:29 pm
by aoktar
Kalua wrote:R7 is working great here.
Thanks, Aoktar.
I wish there was a way to select all "Glossy" materials, all "Diffuse" ones.... you know, on Material manager.
Cause now I have many projects with 2022 materials and wish to upgrade all at once double BRDF models: typically Octane >>> Lambertian and Octane >>> GGX switch.
Any way to do that fast or maybe some feature to implement it?
Regards,

Nice to hear!
Your request is special one, better to use a script for that. Do you want something like that?

Re: Cinema4D version 2023.1-[R7] (Latest Stable) 25.11.2023

PostPosted: Sat Dec 09, 2023 7:45 pm
by thanulee
Can we have the option to remove this automatic material connection when importing images?

Right now if I drag eg. a normal map, it also drags in node editor, roughness and bump.
No matter how many times i ll try drag just 1 image it draags multiple that i dont need. Then if there are multiple LODs in same folder (which is very typical from quixel), when I try to drag LOD0 from normals, just adds 3 other normal maps but not LOD0.

Just a few cases that happened today thats why i remember specifically. But yes, to my request: can we have an option to disable this behavior?

Other than that r7 is great!

Re: Cinema4D version 2023.1-[R7] (Latest Stable) 25.11.2023

PostPosted: Sat Dec 09, 2023 10:06 pm
by aoktar
thanulee wrote:Can we have the option to remove this automatic material connection when importing images?

Right now if I drag eg. a normal map, it also drags in node editor, roughness and bump.
No matter how many times i ll try drag just 1 image it draags multiple that i dont need. Then if there are multiple LODs in same folder (which is very typical from quixel), when I try to drag LOD0 from normals, just adds 3 other normal maps but not LOD0.

Just a few cases that happened today thats why i remember specifically. But yes, to my request: can we have an option to disable this behavior?

Other than that r7 is great!

Not sure what do you mean exactly with that! It's here in picture how to activate/deactivate the PBR texture detection/connect option if you talk about it!

Re: Cinema4D version 2023.1-[R7] (Latest Stable) 25.11.2023

PostPosted: Sun Dec 10, 2023 2:08 am
by Kalua
aoktar wrote:
Kalua wrote:R7 is working great here.
Thanks, Aoktar.
I wish there was a way to select all "Glossy" materials, all "Diffuse" ones.... you know, on Material manager.
Cause now I have many projects with 2022 materials and wish to upgrade all at once double BRDF models: typically Octane >>> Lambertian and Octane >>> GGX switch.
Any way to do that fast or maybe some feature to implement it?
Regards,

Nice to hear!
Your request is special one, better to use a script for that. Do you want something like that?


Yes... definetly... I have many many assets in library stores. Ican see myself updating all those shaders to reuse in future projects.
Every bit of help will save me lots of time.
Regads,

Re: Cinema4D version 2023.1-[R7] (Latest Stable) 25.11.2023

PostPosted: Sun Dec 10, 2023 5:55 am
by thanulee
aoktar wrote:
thanulee wrote:Can we have the option to remove this automatic material connection when importing images?

Right now if I drag eg. a normal map, it also drags in node editor, roughness and bump.
No matter how many times i ll try drag just 1 image it draags multiple that i dont need. Then if there are multiple LODs in same folder (which is very typical from quixel), when I try to drag LOD0 from normals, just adds 3 other normal maps but not LOD0.

Just a few cases that happened today thats why i remember specifically. But yes, to my request: can we have an option to disable this behavior?

Other than that r7 is great!

Not sure what do you mean exactly with that! It's here in picture how to activate/deactivate the PBR texture detection/connect option if you talk about it!


That was exactly what i was looking for! thanks

Keep in mind that with this option emabled, when I drag textures from a folder to node editor, brings random textures in and not the ones that I select. But good to know that I can disable this behavior.

Re: Cinema4D version 2023.1-[R7] (Latest Stable) 25.11.2023

PostPosted: Sun Dec 10, 2023 4:20 pm
by aoktar
Kalua wrote:
aoktar wrote:
Kalua wrote:R7 is working great here.
Thanks, Aoktar.
I wish there was a way to select all "Glossy" materials, all "Diffuse" ones.... you know, on Material manager.
Cause now I have many projects with 2022 materials and wish to upgrade all at once double BRDF models: typically Octane >>> Lambertian and Octane >>> GGX switch.
Any way to do that fast or maybe some feature to implement it?
Regards,

Nice to hear!
Your request is special one, better to use a script for that. Do you want something like that?


Yes... definetly... I have many many assets in library stores. Ican see myself updating all those shaders to reuse in future projects.
Every bit of help will save me lots of time.
Regads,

Contact me by PM for details

Standard Surface as a Sub Material Bump Error

PostPosted: Tue Dec 12, 2023 1:35 pm
by snahbah
Using Cinema4D version 2023.1-[R7]
C4D Latest Version.

As the title says. Bump maps don't work for me when a Standard Surface is used as a sub material.

Change it to Universal and boom, it works.

To get it to work I have to change it to 2022.1 Compatibility mode.

Any reason for this?