OctaneRender™ Standalone 1.14

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cfrank78
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I fear that it would be limited to still pictures, and the fact that textures are applied in the render and not on the original models do not allow to render easily the same project with different render engines is needed or wanted. So, I think that this is probably a hard to code system with usefulness very different according to the user workflow and needs. This said, allowing multiple UV systems would be great, but it may be a Cuda limitation (I don't remember).
Hey roubal. Keyshot can do very cool animations with all this textures/labels applied to the models you set in the keyshot szene, so even if keyshot is cpu based, i dont think that this is a too huge problem in a gpu engine, even if the coding is different. There are several other render engines that are GPU based or at least hybrid, that can handle this kind of texturing / labeling too and can handle animation too. To be honest i do not know how complex it is, to implement sutch code in an existing code - only thing i know is, that it IS possible. If other GPU render engines can do it, why not Octane? The only point here is - Other GPU engines that can do it, cost about 5 times more, than octane :-P At least better uv handling is possible in the 3ds plugin and others.....but as allready told, the list to make octane a better product is huge :-)

Chris!
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LudovicRouy
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UV mapping is good in my opinion, but Cinema 4D has a good UV editor and unfolding is easy...

But the biggest thing I don't understand is How could we use procedurals wich are stuck on the world origin ??? I ask this question the first time i've used Octane some years ago but haven't got any answer...

I just found a trick with xpresso to link an object PSR to the checks generator transform node in C4D but why in standalone don't we have a possibility to link a common tansform node to Mesh PSR and generators ?

Hope we could use procedurals and math nodes in the future that could help a lot to free Vram.
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merid888

hi roeland, i can't upload the bakcground image, i mean i none versión i can't do it, can you help me please ?
add image
regards
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no background.jpg
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steveps3
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Here's a feature request for you. Can you do something about this mess? Being able to group complete objects would be nice. I use scatter nodes quite a lot and this always seems to end up in a complete mess of nodes with all the materials etc. If I could group all the details of a single object into a node so that I could just pin these nodes together then the view would be a lot less scary.
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ROUBAL
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@steveps3 : this is a very tidy setup ! I have had some scenes spread onto the surfaces over 9 HD screens !

While waiting for the grouping feature, I have found that it is possible to group by hand by descending along all the branches of the tree.

- Select a node in the node graph.
- Put the mouse cursor over it in the node inspector.
- Copy it by right click.
- Disconect the link to the following node in the node graph.
- Select the following node in the node graph.
- Paste the previously copied node on the free pin showing "none", in the node inspector.

Repeat that for all branches and level of the tree.

I do that for every important part of a scene or complexe objects, and save the final node into a macro for reuse purpose.

I am currently making a collection of my best vehicles and buildings using this method. Each is contained in a unique node.

Tedious, but doable !
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FrankPooleFloating
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Joined: Thu Nov 29, 2012 3:48 pm

Merid, you need to enable alpha channel.. select render target, then kernel..
click enable in alpha channel settings.

But are you not using render targets in node graph?.. you appear to just have an
OBJ and nothing else.. maybe you just did that for a quick example.. but if you
are not adding render target nodes (etc) to the node graph area and plugging in
your OBJs to those (geometry groups, actually, then those into render targets),
you are doing things the hard way...
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bepeg4d
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little bug, if i use the material picker, now the material is not displayed entirely in the node inspector but only the macro node:
v113.jpg
114.jpg
ciao beppe
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merid888

thank you FrankPooleFloating but i don't know where is the alpha cannel, can you help me ? thank you
Zay
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merid888 wrote:thank you FrankPooleFloating but i don't know where is the alpha cannel, can you help me ? thank you
Page 55 in the manual.
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merid888

thank you zay, maybe a Little video tutorial ?
regards :)
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