OctaneRender™ Standalone 1.14

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kavorka
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Would it make sense to only show the original node name (like you do now) if you first change it?

Or, change the default name of the pins if you are going to have that next to it.
Or place the node/pin type name somewhere else, not directly after the (changeable) name?

This change makes sense to me, especially for using LiveDB materials. I have gotten confused on several occasions when things had been changed or renamed.
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pixelrush
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OK abstrax I see the purpose now and I understand the need.
The thing is it is a bit messy to behold in the UI when its done everywhere regardless.
I would go along with the suggestion of FrankPooleFloating and others to not display if they are the same and I would add that if they are different to display the other name in brackets with quotes/speech marks so that it is clear what and which it is.
So-
Transmission: as before and Transmission ['Diffuse']: in the case a different pin name and Transmission ("Fred Blogs"): in the case of a custom name

Just my few cents. The basic idea is fine its just the implementation is slightly off...like the too bright green that was around the the graph zoom overview.
That's why we are eagerly here though, to give early user feedback, and make things as good as they can be. I appreciate you coding guys might find this a little frustrating/obstructive but we are all getting there with the odd bit of polish contributed from the user community ;)
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mac3d
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Linux 64-bit link not working
The requested file does not exist.
My Computer:i7 2,6ghz ram 8gb schede video nvidia 9600tso 512mb gtx560ti 1gb mainboard asus p6t se sistema operativo:Ubuntu 14.10 64 bit
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FrankPooleFloating
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abstrax wrote:
FrankPooleFloating wrote: I am just going to ask: Are any of our compositing features (that we have been begging
for) going to be in 1.20?... at least Invisible to Camera?
Unfortunately, code doesn't appear faster if you beg more ;)
Also, please make gradient available in SDK so plugs can have gradient.
We will, we will. When we get to it.
Thanks for the.. er.. update Marcus. I know I am a pain in the ass...

Momma always taught me that "the squeaky wheel gets the grease"...
of course, she also taught me that "a watched pot never boils"...

So between the two, I end up with ants in my pants. :shock:
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stratified
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mac3d wrote:Linux 64-bit link not working
The requested file does not exist.
Yep, you're right. I'll check if I can reach Marcus or Roeland to get it fixed.

cheers,
Thomas
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abstrax
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mac3d wrote:Linux 64-bit link not working
The requested file does not exist.
Sorry about that. It's fixed now. We forgot that the Linux archive is now a ZIP file...

Thanks for the heads up.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
mac3d
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Hello, thank you stratified and andabstrax :)
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LudovicRouy
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Just one question, as there is a transform node on generators, could it be possible in a next release to link this node with mesh's position, rotation and scale ? or a link relative to it's UV coordinates ?

This could be helpfull in using more of them and less Vram consuming imho.

Anyway thanks for your amazing work ;)
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ROUBAL
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Just one question, as there is a transform node on generators, could it be possible in a next release to link this node with mesh's position, rotation and scale ?
First, thanks for this release.

The quote above makes me think about two things :

- Negative scaling in transform node has been requested a long time ago (to save VRAM for mirrored buildings). Any news ?

- Could it be possible to have an output pin for Transform/Position on the camera node ? This would allow the output pin to define the position of an other object. This would be very useful to parent the Medium sphere to the camera in scenes with fog ! Currently, the Pos values have to be copied/pasted in a transform node each time we move the camera !
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Tugpsx
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Thanks for update, off to test.
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