Version 3.08-RC1.1

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Re: Version 3.08-RC1.1

Postby aoktar » Thu Mar 15, 2018 3:38 pm

aoktar Thu Mar 15, 2018 3:38 pm
momade wrote:I might have asked this before dear aoktar.

Capture.PNG


Why doesn't the Render Queue shoe the process bar when rendering with Octane Render?

Some things are not magically come out for custom renderers. It needs to be integrated in C4D's way by using their sdk. I don't know how to add this.
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Re: Version 3.08-RC1.1

Postby milanm » Thu Mar 15, 2018 3:55 pm

milanm Thu Mar 15, 2018 3:55 pm
@aoktar

Hi

The Lut Strength slider is missing in the plugin.

Also, considering how many HW/Driver issues people are having, I think it would be useful to have the 'Max. tonemap interval' parameter available in the plugin just in case. Just like it is in the Standalone. I also noticed that the default value is different in the plugin than the one in the Standalone. Maybe someone might have to adjust that parameter but it's not available in the plugin.

Strength.jpg


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Re: Version 3.08-RC1.1

Postby Kalua » Thu Mar 15, 2018 7:04 pm

Kalua Thu Mar 15, 2018 7:04 pm
So far I found this release solid rock!
I'm still finding inconsitency issues among the shaders preview windows resizing: they behave differently along MIX, Uber, Metal, Diffuse, Toon, etc. concerning pixelation, sphere framing, stretching, sometimes is pixelated, sometimes are ok... I found the MIX material to be the only to nicely previewed in every aspect mentioned.... the others beahave randomly well...
I'm uploading this small .gif, perhaps it may help improving this, Aoktar!
Cheers!
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Re: Version 3.08-RC1.1

Postby momade » Thu Mar 15, 2018 8:08 pm

momade Thu Mar 15, 2018 8:08 pm
aoktar wrote:
momade wrote:I might have asked this before dear aoktar.

Capture.PNG


Why doesn't the Render Queue shoe the process bar when rendering with Octane Render?

Some things are not magically come out for custom renderers. It needs to be integrated in C4D's way by using their sdk. I don't know how to add this.



Don't worry ist a really really minor detail. I fully understand.
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Re: Version 3.08-RC1.1

Postby anklove » Fri Mar 16, 2018 12:20 pm

anklove Fri Mar 16, 2018 12:20 pm
aoktar wrote:
anklove wrote:I dont get how does new sheen and anisotropy work in the new glossy material?

You need to change brdf type and add some glossines for anisotropy.


Thanks, got both sheen and anisotropy. As far as i know there is no way to make coated material?
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Re: Version 3.08-RC1.1

Postby stuz0r » Fri Mar 16, 2018 12:34 pm

stuz0r Fri Mar 16, 2018 12:34 pm
It seems that the latest update has some issues with phong angles and displacements maybe? The textures work on flat planes, but when I create a landscape object and apply the texture I get the outcome in the attached screenshot. I am using a material that I've used many times in the past. Attached is a screen shot of the outcome on the newest 3.08-RC1.1 version.

I'm sure you probably have already had people report this, but wanted to put it out there as well.

Thanks for all you do Aoktar!

- Stuz0r
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Re: Version 3.08-RC1.1

Postby Kalua » Fri Mar 16, 2018 4:24 pm

Kalua Fri Mar 16, 2018 4:24 pm
anklove wrote:
aoktar wrote:
anklove wrote:I dont get how does new sheen and anisotropy work in the new glossy material?

You need to change brdf type and add some glossines for anisotropy.


Thanks, got both sheen and anisotropy. As far as i know there is no way to make coated material?


What you problaby want to do could be achieved with MIX or Uber material.
Cheers!
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Re: Version 3.08-RC1.1

Postby Guy_frog » Fri Mar 16, 2018 5:20 pm

Guy_frog Fri Mar 16, 2018 5:20 pm
Hi Ahmet, could you confirm that for version 3.08 RC1.1 the uber material is still limited to 3 sub materials?
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Re: Version 3.08-RC1.1

Postby aoktar » Fri Mar 16, 2018 5:22 pm

aoktar Fri Mar 16, 2018 5:22 pm
Guy_frog wrote:Hi Ahmet, could you confirm that for version 3.08 RC1.1 the uber material is still limited to 3 sub materials?

No limit should be 12 now and new uber is much more improved for usage.
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Re: Version 3.08-RC1.1

Postby Guy_frog » Fri Mar 16, 2018 5:37 pm

Guy_frog Fri Mar 16, 2018 5:37 pm
aoktar wrote:No limit should be 12 now and new uber is much more improved for usage.


EDIT: ok thanks, solved: it works well for me beyond the 3rd sub material. It came from the side node that I tried to use mix with texture in the input.
I take this opportunity to expose my pb with the uber material: I have a label stuck on the back of a transparent bottle and so this label is visible on both sides with a different texture on each side. For the first side of this label, the label alpha texture in the input / mix of the submaterial is ok, but then, with the next sub-material how can I get the opposite side knowing that I have only one input to put the side node and the label alpha texture?
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