hi,
it seems as is something goes wrong with the c4d-backgroundobject no matter which fileformat or resolution i use: the rendered result is always stretched as you can see in the attached screenshot ( R14; latest octane-beta)
thanks in advance
background-images always stretched
Moderators: ChrisHekman, aoktar
hi,
how do you use background?
how do you use background?
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
hi,
it is just the standard-background object with an (sometimes animated) texture. normaly i use the backgorundobject for matchmoved/tracking shots. or if i need to adjust a 3D-element into a still image. at the moment i just try to figure out was is possible or not possible with octane concerning compositingstuff in general
btw. would it be possible in the future to enable/disable "show in reflection" for light sources? thank you!
it is just the standard-background object with an (sometimes animated) texture. normaly i use the backgorundobject for matchmoved/tracking shots. or if i need to adjust a 3D-element into a still image. at the moment i just try to figure out was is possible or not possible with octane concerning compositingstuff in general
btw. would it be possible in the future to enable/disable "show in reflection" for light sources? thank you!
Workstation: Win 10 PRO 64 bit, 3,4 GHZ ,6-cores, 64 GB RAM , 4x RTX 2080 Ti
1. RenderSlave: Win 10 Pro 64 bit , 3x GTX 980Ti
2. RenderSlave: Win 10 Pro 64 bit 2x GTX 980 Ti
1. RenderSlave: Win 10 Pro 64 bit , 3x GTX 980Ti
2. RenderSlave: Win 10 Pro 64 bit 2x GTX 980 Ti
background image will be sized to render output size. if you set lock resolution to specific size it will be match.
enable/disable "show in reflection": is little harder than other visibility option, i'm not sure about future of
enable/disable "show in reflection": is little harder than other visibility option, i'm not sure about future of
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
hi,
if you don't want to see the light sources in the riflections, you can set the opacity of the emitters to 0
ciao beppe
if you don't want to see the light sources in the riflections, you can set the opacity of the emitters to 0

ciao beppe
hi aoktar,
this is exactly what not worked in my case: projectresolution is locked in the octane- liverviewer, projectresolution is machting the native resolution of the texture/video/image in the backgroundobject (1080p) but in the octane -liveviewer the backgorund looks always horizontalley stretched as you can see in my screenshot. i ve been using the demofile " backgorund and matte". for this test.
hi bepeg4d,
thank you, the problem is that the light then also has no influence on diffuse anymore if you set the opacitiy to max. but this is what i need very often in productshots.: a couple of lightsources only affecting the diffuse part of an model and nothing else.
this is exactly what not worked in my case: projectresolution is locked in the octane- liverviewer, projectresolution is machting the native resolution of the texture/video/image in the backgroundobject (1080p) but in the octane -liveviewer the backgorund looks always horizontalley stretched as you can see in my screenshot. i ve been using the demofile " backgorund and matte". for this test.
hi bepeg4d,
thank you, the problem is that the light then also has no influence on diffuse anymore if you set the opacitiy to max. but this is what i need very often in productshots.: a couple of lightsources only affecting the diffuse part of an model and nothing else.
Workstation: Win 10 PRO 64 bit, 3,4 GHZ ,6-cores, 64 GB RAM , 4x RTX 2080 Ti
1. RenderSlave: Win 10 Pro 64 bit , 3x GTX 980Ti
2. RenderSlave: Win 10 Pro 64 bit 2x GTX 980 Ti
1. RenderSlave: Win 10 Pro 64 bit , 3x GTX 980Ti
2. RenderSlave: Win 10 Pro 64 bit 2x GTX 980 Ti
hi bepeg4d
you are right!
general visibilty drives the amount of reflection while the impact on diffuse parts is not affected. great! sorry, now i got it. so the last thing i miss is to have an include/exclude-function objectlist for lightsources- but maybee this is impossible with unbiased renderer in general.
thank you
you are right!

thank you
Workstation: Win 10 PRO 64 bit, 3,4 GHZ ,6-cores, 64 GB RAM , 4x RTX 2080 Ti
1. RenderSlave: Win 10 Pro 64 bit , 3x GTX 980Ti
2. RenderSlave: Win 10 Pro 64 bit 2x GTX 980 Ti
1. RenderSlave: Win 10 Pro 64 bit , 3x GTX 980Ti
2. RenderSlave: Win 10 Pro 64 bit 2x GTX 980 Ti
hi aoktar,
here is a testproject.i think this strechting-issue is a bug or do i something completely wrong? another issue with backgroundobject: is slows the editorspeed a lot. just move with the camera around the cube. its lagging. if you delete the backgroundobject everything is fine.
here is a testproject.i think this strechting-issue is a bug or do i something completely wrong? another issue with backgroundobject: is slows the editorspeed a lot. just move with the camera around the cube. its lagging. if you delete the backgroundobject everything is fine.
- Attachments
-
- 1080p.zip
- (164.19 KiB) Downloaded 240 times
Workstation: Win 10 PRO 64 bit, 3,4 GHZ ,6-cores, 64 GB RAM , 4x RTX 2080 Ti
1. RenderSlave: Win 10 Pro 64 bit , 3x GTX 980Ti
2. RenderSlave: Win 10 Pro 64 bit 2x GTX 980 Ti
1. RenderSlave: Win 10 Pro 64 bit , 3x GTX 980Ti
2. RenderSlave: Win 10 Pro 64 bit 2x GTX 980 Ti