OctaneRender™ Standalone 2.04

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LudovicRouy
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I've got a gap reduction in the deplacement map by tweaking rayepsilon value before that update ;)

Thanks for your work guys !
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Elvissuperstar007
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Cntr+Z ? sorely lacking
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Plastevnik
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What's about the long expected Undo/Redo function?
Anyway, thanks for the new release...
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ROUBAL
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So far, I have rarely been able to get a correct result with rounded edges. I posted several times in previous releases showing screen shots without getting a comment.

The effect from 0 to 1, seem inverted : creates triangulated faces on smooth surfaces, but often doesn't smooth correctly bevelled edges : not very usable imho.

Are there some unexplained tricks that I have missed ?

Previous examples :

http://render.otoy.com/forum/viewtopic. ... s&start=10

:arrow: I think that I have already reported that previously, but I encountered the bug again with 2.04 : disconnecting a Diffuse material node with "Matte" material enabled often crashes Octane. The "Matte" property has to be disabled before deconnecting in order to avoid the problem.
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Elvissuperstar007
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Bug Gamma texture
everything becomes covered by pixels square
such bug is Standalone 2.04 and 3ds max 2.04
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ROUBAL
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@Elvissuperstar007 : I am not sure that this is a bug : Imho, when you apply a very small or very high value of gamma, you reach the color depth resolution limit (color range compression) : you have only two remaining colors at the extreme range, so you can see appearing white pixels on black or black pixels on white. It acts like the treshold tool in Photoshop...
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Elvissuperstar007
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I may be wrong, but you do not get lost in the nodes?
it's a mess)) for 30 minutes searching for texture

this is only one gun! if it is a huge stage, the eyes diverge
CHAOS!)
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Elvissuperstar007
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very necessary alpha channel for transparent objects
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Rikk The Gaijin
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Elvissuperstar007 wrote:I may be wrong, but you do not get lost in the nodes?
it's a mess)) for 30 minutes searching for texture

this is only one gun! if it is a huge stage, the eyes diverge
CHAOS!)
I kinda agree with this.. The panels are filled up with information that looks kinda the same, you should think to organize better the UI, maybe add some separator, I don't know, but at the moment is a bit of a mess... :(
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abstrax
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Rikk The Gaijin wrote:
Elvissuperstar007 wrote:I may be wrong, but you do not get lost in the nodes?
it's a mess)) for 30 minutes searching for texture

this is only one gun! if it is a huge stage, the eyes diverge
CHAOS!)
I kinda agree with this.. The panels are filled up with information that looks kinda the same, you should think to organize better the UI, maybe add some separator, I don't know, but at the moment is a bit of a mess... :(
I have to agree, but I don't see easy solutions. Remember it's all just nodes, connected with nodes, connected with nodes, ...

One thing that could be easily done would be to bring back the bigger indentation we had in version 1. Or maybe make it configurable. And probably changing the spacing between the nodes would help, too. We also have been thinking about grouping pins and maybe have a collapsed view (showing only the value and pin name and no node name, node type etc.) and an uncollapsed view (showing the whole shebang like now).

If someone has better ideas, please let us know.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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