Beta 0.3.4 released (Old version)

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

Moderators: ChrisHekman, aoktar

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aoktar
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lilbignik wrote:Aoktar, when will be next release? (This week, next week or this month?)
i think, in a few weeks. It depends Mac release
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paviaden
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Will it be possible to import your settings from the standalone programs .ics settings? - for me the standalone seems much more intuitive in setting up textures etc.
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aoktar
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paviaden wrote:Will it be possible to import your settings from the standalone programs .ics settings? - for me the standalone seems much more intuitive in setting up textures etc.
maybe. But when node editor come to life, gap will close
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César
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Hey Aoktar,

I can't add an emissive texture to a material, I try to add a FloatTexture to the Texture field of the Emission channel, but it do nothing, it don't add it.
Is there something I do wrong ?
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aoktar
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César wrote:Hey Aoktar,

I can't add an emissive texture to a material, I try to add a FloatTexture to the Texture field of the Emission channel, but it do nothing, it don't add it.
Is there something I do wrong ?
maybe. On the Octane Diffuse material, you need to put a blackbody/texture emission texture on emission channel.
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César
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Aah ok, it work only with this shader indeed (so maybe we could not have the possibility to choice), thanks !
AndreaMannori
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Hi, I found some errors... Can you help me?
The most important problem to solve is the assigning method, I think, because it seams that octane doesn't recognize some texture features, like: don't repeat texture (like a tile); receive material from parent.
My special wish for the next release is to integration of the "repeat tiles" map to be used into channels (in my scene there's an alpha channel).
I noticed an overall color shift ... the rendering result doesn't correspond to the assigned material. I know that it depends on many parameters like lighting and camera imager but... I used linear mode and I used color correction in PS without solving it.
Many thanks in advance.

Please, this material is only for your consideration and support.
Attachments
Mat_assign_errors.jpg
Mat_assign_errors_Viewport.png
Andrea Mannori

win 8.1 x64; nvidia 770M driver 340.52; octane standalone 2 + c4doctane 2.
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pxlntwrk
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Hi,
just for clarify 2 points
_wich right way for hdr env
1-environnement tag ->texture slot = tex.hdr
or
2-environnement tag ->texture slot = c4dOctane image texture -->tex.hdr


_Camera imagers
one is in Octane settings, second is in Octane camera tag
Whats the differences ?(for example: is there 2 layers of vignetting? one per camera imagers)
They are working both or one take the lead?

thanks!
:::::::::::::::::
pxlntwrk.net
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bepeg4d
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renderfarmsrl wrote:Hi, I found some errors... Can you help me?
The most important problem to solve is the assigning method, I think, because it seams that octane doesn't recognize some texture features, like: don't repeat texture (like a tile); receive material from parent.
My special wish for the next release is to integration of the "repeat tiles" map to be used into channels (in my scene there's an alpha channel).
I noticed an overall color shift ... the rendering result doesn't correspond to the assigned material. I know that it depends on many parameters like lighting and camera imager but... I used linear mode and I used color correction in PS without solving it.
Many thanks in advance.

Please, this material is only for your consideration and support.
hi, you must convert your materials in order to get the best from the plugin ;)
for now is not possible to disable the tiling option for texture in octane, so you can't expect this feature in the plugin ;)
you must unwrap the uv or assign a mix material with the decal to a poligon selection of the object.
ciao beppe
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bepeg4d
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pxlntwrk wrote:Hi,
just for clarify 2 points
_wich right way for hdr env
1-environnement tag ->texture slot = tex.hdr
or
2-environnement tag ->texture slot = c4dOctane image texture -->tex.hdr


_Camera imagers
one is in Octane settings, second is in Octane camera tag
Whats the differences ?(for example: is there 2 layers of vignetting? one per camera imagers)
They are working both or one take the lead?

thanks!
- second way, so you can play with the hdr gamma ;)
- the camera imager in the octane settings ( like the post processing tab) are to consider like the general settings for all the views. the camera imager in the octane camera tag is like a sort of rendertarget of the standalone, where you can set different imager and post processing settings for a particular camera and they overwrite the general settings.
ciao beppe
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