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aoktar
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Hi,

@FxDesign: Exclude/inc. reflect/refract. It has been wanted several times. I'm agree it could be nice. I hope Otoy can bring this.

@lextrickett: I have spent some effort to implement a custom editor. But i had to cancel/freeze this part to spend time for more 2.0 features. I'm thinking to finish this or integrating Standalone's node graph. But we need to enter a stabile state of plugin

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rodross
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aoktar wrote:
rodross wrote:Biggest things:

-Fix texture error with using team render or render queue. This is preventing us from purchasing 4 more licenses in addition to the two we have now.
-Compositing stuff, exclude from reflection/refraction etc...
-Multipasses (HUGE). I know I can get some things like object buffers, but need much, much more
-Unified memory (HUGE), Core devs,I know.
can you explain this texture error better in other topic? I have tested team/net render, cannot see a problem on textures.
other requests are deeply depended to Octane development.
I think it's an xref problem perhaps. One texture missing when I go to use renderQ, then when I go to the other computer to try it there with TR and renderQ, I get different missing texture errors.

By the way, why is it we can't get material previews in the content browser. I always like to save materials I like and I can't see what they look like in the CB. Is there anyway to fix that?
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aoktar
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rodross wrote:
aoktar wrote:
rodross wrote:Biggest things:

-Fix texture error with using team render or render queue. This is preventing us from purchasing 4 more licenses in addition to the two we have now.
-Compositing stuff, exclude from reflection/refraction etc...
-Multipasses (HUGE). I know I can get some things like object buffers, but need much, much more
-Unified memory (HUGE), Core devs,I know.
can you explain this texture error better in other topic? I have tested team/net render, cannot see a problem on textures.
other requests are deeply depended to Octane development.
I think it's an xref problem perhaps. One texture missing when I go to use renderQ, then when I go to the other computer to try it there with TR and renderQ, I get different missing texture errors.

By the way, why is it we can't get material previews in the content browser. I always like to save materials I like and I can't see what they look like in the CB. Is there anyway to fix that?
what's your version? 2.05 supports simple material previews on content browser. But mix materials will not work. Because they are loosing the link between materials.
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rodross
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2.05. I'll try again. They used to just show up black and I can't remember if I've tried in 2.05
natalievfx
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I would love to be able to stack materials on top of one another. like having a titled base material and then putting a specific detail in one spot using non-tiled camera projection. This would be great for environments adding a bit of variation to the overall areas like doorways and openings where weathering may occur. An example would be a cave where you have a hundreds of little rocks around the opening all with there procedural random color or UV mapped textures. Then you can put a feathered alpha of sand and camera project it just at the entrance. This way you create the transition from the inside to the outside of the cave. Just an idea. I will try and provide more examples in pictures. Thank you so much Aoktar! We have had some amazing projects this last year thanks to your plugin.

-Natalie Eagan

VFX Supervisor at Big Machine Design
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cam_proj_mat_example.jpg
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atome451
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About the automatic baking of C4D shaders, i think it could be usefull to be able to define the resolution at a lower level than global level for some shaders. By sample a material level or even a C4D shader level (the best solution of course but maybe more difficult to implement).

By sample, in a scene with a lot of little noise shaders and some big noise shaders, i have to choose a higher resolution for every bakings. It could be very usefull, to spare time baking and GPU memory, to be able to define another resolution for bigger shaders/result maps and keep a lower global resolution for smaller noise shaders.

What do you think about that?
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dinf
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+1
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aoktar
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atome451 wrote:About the automatic baking of C4D shaders, i think it could be usefull to be able to define the resolution at a lower level than global level for some shaders. By sample a material level or even a C4D shader level (the best solution of course but maybe more difficult to implement).

By sample, in a scene with a lot of little noise shaders and some big noise shaders, i have to choose a higher resolution for every bakings. It could be very usefull, to spare time baking and GPU memory, to be able to define another resolution for bigger shaders/result maps and keep a lower global resolution for smaller noise shaders.

What do you think about that?
yes, agree. I'm thinking about it since long times. Technically it's easy but need some some gui for each nodes. Maybe a rasterizer node which can hold c4d shaders or some userdata parameters on shaders can solve the problem.
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rodross
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Please fix whatever needs to be fixed so that the texture manager works with Octane Imagetextures. It works in Vray, but not in Octane. Or is it Maxon's problem? So, for example, if I break a link to an xref, then try to use renderQ, I get 100 missing textures and I can't use the texture manager to quickly relink them all. Instead I have to go through each material, or go to project info and manually relink one by one.
ratata
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Hello,

it would be nice to have "Reset to Default" on edit fields working the same as C4D, so when you right click on the arrows (up/down), the value gets reset to default, for now we can right click on the name of the attribute (material, tag...) and choose "Reset to Default" from menu, but in custom gui like settings we can't, it offers only "Copy Text"

Thanks.
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