Version 2.24.2-TEST6 - Test only

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aoktar
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pandayoghurt wrote:We really like this update but it seems that displacement seems to create some problems in the geometry.
Below is a just a simple noise in the displacement channel on a sphere.
You should adjust uvs to provide continuity on uv. This is not specific issue to this version. Also C4D noises,etc... are not working as a procedural. Just a convertion to images and mapped as images. So you'll loose tilebility on uv=0 and uv=1 borders
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xcaseyx
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Slightly off topic but in regards to beta/test builds.

Will you be ready for the alpha release tomorrow Ahmet? I know you've shown some screenshots.
fuchsundvogel
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is multiple UV sets already supported?
because when i switch the uv sets in projection node i only get a white material
uvset.JPG
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aoktar
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xcaseyx wrote:Slightly off topic but in regards to beta/test builds.

Will you be ready for the alpha release tomorrow Ahmet? I know you've shown some screenshots.
Propably not. I have to change somethings for latest sdk. Also have some missing parameters of kernels, etc...
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aoktar
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fuchsundvogel wrote:is multiple UV sets already supported?
because when i switch the uv sets in projection node i only get a white material
uvset.JPG
No. Do we have any interface for multi uvs in C4D?
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fuchsundvogel
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at the moment u can use several uv tags on an object just for whole materials. c4d uses always the uvtag next to it. like this: Mat1 | UV Tag1 | Mat2 | UV Tag2 ........

i just thought that you made something new that makes it possible to use mutiple uvtags within one material. because i found this uv set selector number in the projection node.
maybe you can read the number of uvtags on an object and then use the position. so if i choose uv set 2 it uses the second uvtag on the object. or maybe you can read out the name of the uvtags so if a user renames the uvtags to 1, 2, 3 for example you can choose then the right tag.
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aoktar
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fuchsundvogel wrote:at the moment u can use several uv tags on an object just for whole materials. c4d uses always the uvtag next to it. like this: Mat1 | UV Tag1 | Mat2 | UV Tag2 ........

i just thought that you made something new that makes it possible to use mutiple uvtags within one material. because i found this uv set selector number in the projection node.
maybe you can read the number of uvtags on an object and then use the position. so if i choose uv set 2 it uses the second uvtag on the object. or maybe you can read out the name of the uvtags so if a user renames the uvtags to 1, 2, 3 for example you can choose then the right tag.
I think it's not a perfect idea. Can cause some confusion and critism. Anyway it's a logic which can work. But there is some other issues. For example It's useless without support of material stacking. Because currently we use just last uvtag to overwrite previous tags. Also material stacking is very hard to implement. Because we can't generate any materials on render time.
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fuchsundvogel
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another idea: give the octane material a linkfield in the userdata with ids from 1- 5 for example
there a user can drop the uvw tag, which is then used by the uv-set id
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aoktar
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fuchsundvogel wrote:another idea: give the octane material a linkfield in the userdata with ids from 1- 5 for example
there a user can drop the uvw tag, which is then used by the uv-set id
Yes, It's another solution. But i couldn't see a usable area without material stacking support. Do you have some reasonable examples for multi-uvw usages?
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Perdition
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Another render engine uses the custom name you can give to the UVW tag as reference for the UV set related
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