Please feedback for latest R19-SP2 and render passes. Saving of render passes works again with latest Service Pack?
https://www.maxon.net/en/news/maxon-new ... mmediately
Moderator: aoktar
Terryvfx wrote:@aggiechase37
I think you completely nail it, I always hear my friend ranting about Octane and people on Facebook and it's like they don't get that software development takes time, one could spend 3 months working on a silly animation but if a dev spend 2 months without a word suddenly they haven't been working at all.
aoktar wrote:Please feedback for latest R19-SP2 and render passes. Saving of render passes works again with latest Service Pack?
itsallgoode9 wrote:It's a business thing not an "oh cut them a break, they're working hard" thing. When i'm paying them money for things they promised, there is not much sympathy from me. sorry but the onus is on them for over-promising timelines.
tegatwork wrote:Hi all,
I'm facing an issue with network rendering : everything is ok but the picture ... the part of the picture rendered by the slave is different, as you can see on link below.
Both PCs are running Win10, C4D R19, Octane 3.08.
Master : 2*980ti + 1*1080
Slave : 1*980ti + 1*1060
Any clue?
tegatwork wrote:Hi,
My question has never been replied... Could you have a look at this problem, please? Thanks a lot !tegatwork wrote:Hi all,
I'm facing an issue with network rendering : everything is ok but the picture ... the part of the picture rendered by the slave is different, as you can see on link below.
Both PCs are running Win10, C4D R19, Octane 3.08.
Master : 2*980ti + 1*1080
Slave : 1*980ti + 1*1060
Any clue?
Ibycus wrote:Just checking out the new metal material in 3.08 and I'm curious about how I might go about doing something similar to what I have been doing with the glossy material. I am trying to reproduce an effect I would use with the glossy material Index at 8, Diffuse set to black, and a color image input into the specular channel. I can't seem to reproduce this effect with the new metal material because the color map in the specular channel seems to act very different. Is this a bug or is there a different way to go about this same idea with the new material and keep the colors accurate?
bepeg4d wrote:Hi Ibycus,
the new Metal material behaves differently from the Glossy material, and when a complex IOR is set up, the metallic color will get scaled so the brightness matches the Fresnell falloff for that IOR.
So you need to set at 0 the n value, and reduce the power of the Specular image to match the effect that you have with Glossy material and Index 8:
ciao beppe
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