Why t f is the procedural textures freezed in 3d-space? I make the animation with moving objects, which have a several procedural textures. And these textures is NOT moving with the object. Why?
[youtube]http://www.youtube.com/watch?v=feICNZ9oy-k&feature=youtu.be[/youtube]
Freezed procedural textures? What a hell?
Forum rules
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
- temp-64GTX
- Posts: 56
- Joined: Wed Aug 08, 2012 8:45 am
- Location: Russia, Novosibirsk
Win7 x64, [email protected], 32Gb DDR3 1600, 2xGTX580 3Gb, Corsair 64Gb SSD, ViewSonic 2560x1440
I too would like to know if there is a way to "Lock" procedurals to moving/deforming objects.
Nildo
Nildo
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
- temp-64GTX
- Posts: 56
- Joined: Wed Aug 08, 2012 8:45 am
- Location: Russia, Novosibirsk
Six months have passed, and the textures STILL behave stupidly.
Win7 x64, [email protected], 32Gb DDR3 1600, 2xGTX580 3Gb, Corsair 64Gb SSD, ViewSonic 2560x1440
It's the same with the C4D implementation,
seems there's something very fundamentally wrong here.
seems there's something very fundamentally wrong here.
..yep, I was raging about this one as well -
- a stupid workaround, render out the procedural on a plane with white environment - and use that one .. it's crap but works sort of
- a stupid workaround, render out the procedural on a plane with white environment - and use that one .. it's crap but works sort of
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
hi, procedurals has been working on world space. After 1.21 new mapping system is coming. C4D plugin also will have
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
that's great..
- but I'm going to be a mean now and saying - waiting for half a year for minor product updates is way too long - seriously / I'm considering new candidates.. I don't really care much about the node system inside octane standalone / which is the main "under the hood" improvement worked on, since I use 3dmax and it's node system (people who don't even use the node system, care even less) - this is really disappointing, why didn't you simply copy and consider the node system that 3dmax uses from the start - which was too obvious, since that was the first plugin that was released for - it's pretty intuitive and works - waiting 6 months for shadow visibility and a few node twaks - which introduces way more bugs (so I don't even use it) is not what I wanted - I am waiting for something to blow my underpants.. channels, edge smoothing, render time subd smoothing, visible/flood light, more control on the image post editing, hair, interior renders to speed up etc.. it's taking a bloody long time - I have a feeling if the manufactures switch hardware around and make the pipeline from cpu to gpu much faster - it's going to end this game quickly, or it will have to be another half a year to make it compliable..
- check out http://corona-renderer.com/ free in beta, really impressive - I wish all default render engines used this approach instead of that bloody GI aproximation with 30 setting just to make it optimal or faster and complicating life, it's cpu based but uses path tracing same way octane does / pretty cool, you get used to it after a few minutes - it's already installed on my laptop, for when I don't have internet connection or a 3rd double octane licence.. it doesn't have real time rendering so far, but it will have (main reason why I don't use it in production) .. octane still wins because of the real time rendering and me getting used to it in the past few years (has it been that long)
- I mean - come on, I was checking every week this forum to check for updates.. and now when there are updates, I do not see the point of using it.. yet - what? wait for another half a year / I was having this feeling you hired a lot more people to work on improving it..
.. oh yeah, and the interiors - 8 hours on 4 gpu's for a HD res.. it will definetly need to improve, you should really get out of your box - not everything has to be "perfectly realistic" and up to your standards (we don't care) it was the same with directlighting - like just use PT if you want bounces, then diffuse was introduced on the directlight - take a look at zbrush they are doing everything differently than others - adding small revolutions in 0.1 version increments, whole workflows become way easier because of new features - they don't care about conventions, theirs or other ones - get the job done in any way possible, make the users feel overwhelmed with enthusiasm when they realize what has been done there - get out of your box - and start destroying
.. sorry people working on this, you are doing a great job anyway, just grinds my gears a bit because I still can't use the new update, I am only guessing but if you had the budget and the people power of an average blockbuster game it would done much quicker..
- I'm still loving octane and pumping out loads of renders that I feel good about.. just after 50 octane versions, I don't feel like testing out for new bugs, rather I'd like improving on it and producing even greater stuff
.. just my two cents
or a thousand
- but I'm going to be a mean now and saying - waiting for half a year for minor product updates is way too long - seriously / I'm considering new candidates.. I don't really care much about the node system inside octane standalone / which is the main "under the hood" improvement worked on, since I use 3dmax and it's node system (people who don't even use the node system, care even less) - this is really disappointing, why didn't you simply copy and consider the node system that 3dmax uses from the start - which was too obvious, since that was the first plugin that was released for - it's pretty intuitive and works - waiting 6 months for shadow visibility and a few node twaks - which introduces way more bugs (so I don't even use it) is not what I wanted - I am waiting for something to blow my underpants.. channels, edge smoothing, render time subd smoothing, visible/flood light, more control on the image post editing, hair, interior renders to speed up etc.. it's taking a bloody long time - I have a feeling if the manufactures switch hardware around and make the pipeline from cpu to gpu much faster - it's going to end this game quickly, or it will have to be another half a year to make it compliable..
- check out http://corona-renderer.com/ free in beta, really impressive - I wish all default render engines used this approach instead of that bloody GI aproximation with 30 setting just to make it optimal or faster and complicating life, it's cpu based but uses path tracing same way octane does / pretty cool, you get used to it after a few minutes - it's already installed on my laptop, for when I don't have internet connection or a 3rd double octane licence.. it doesn't have real time rendering so far, but it will have (main reason why I don't use it in production) .. octane still wins because of the real time rendering and me getting used to it in the past few years (has it been that long)
- I mean - come on, I was checking every week this forum to check for updates.. and now when there are updates, I do not see the point of using it.. yet - what? wait for another half a year / I was having this feeling you hired a lot more people to work on improving it..
.. oh yeah, and the interiors - 8 hours on 4 gpu's for a HD res.. it will definetly need to improve, you should really get out of your box - not everything has to be "perfectly realistic" and up to your standards (we don't care) it was the same with directlighting - like just use PT if you want bounces, then diffuse was introduced on the directlight - take a look at zbrush they are doing everything differently than others - adding small revolutions in 0.1 version increments, whole workflows become way easier because of new features - they don't care about conventions, theirs or other ones - get the job done in any way possible, make the users feel overwhelmed with enthusiasm when they realize what has been done there - get out of your box - and start destroying
.. sorry people working on this, you are doing a great job anyway, just grinds my gears a bit because I still can't use the new update, I am only guessing but if you had the budget and the people power of an average blockbuster game it would done much quicker..
- I'm still loving octane and pumping out loads of renders that I feel good about.. just after 50 octane versions, I don't feel like testing out for new bugs, rather I'd like improving on it and producing even greater stuff
.. just my two cents

3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
- temp-64GTX
- Posts: 56
- Joined: Wed Aug 08, 2012 8:45 am
- Location: Russia, Novosibirsk
In new release the problem at last is solved. Thanks to that developer who solved it.
Win7 x64, [email protected], 32Gb DDR3 1600, 2xGTX580 3Gb, Corsair 64Gb SSD, ViewSonic 2560x1440