YES!! There it is.
Great thank you!!
Version 2.12.2 - final (updated on 18.11.14)
Moderators: ChrisHekman, aoktar
- PiotrAdamczyk
- Posts: 58
- Joined: Wed Feb 26, 2014 7:57 pm
- Location: Warsaw, Poland
- Contact:
Hi
I have 2 suggestions that could drastically improve the rendering/compositing workflow.
- An option to render an extra pass with objects having a solid color/texture, so people could place fallof map/noise/dirt map/solid color for RGB masking
Right now the biggest thing i am missing from my main renderer (vray) is multimatte (rendering set of objects as solid red, blue or green colors) and VrayExtratex, which renders all objects with a set texture, like fallof/texture.
Thanks and keep up the good work!
I have 2 suggestions that could drastically improve the rendering/compositing workflow.
- An option to render an extra pass with objects having a solid color/texture, so people could place fallof map/noise/dirt map/solid color for RGB masking
Right now the biggest thing i am missing from my main renderer (vray) is multimatte (rendering set of objects as solid red, blue or green colors) and VrayExtratex, which renders all objects with a set texture, like fallof/texture.
Thanks and keep up the good work!
- Pixelkingdom
- Posts: 41
- Joined: Fri Mar 22, 2013 6:05 pm
- Location: Berlin
- Contact:
Hi Aoktar!
I want to use the alphachannel for the mainrender image and the multipass files. For the render image the alpha looks fine. But when i apply the alpha for the z-pass, i get grey borders around.
On the camera tag is "premultiplied alpha" checked and in the rendersettings is "keep enviroment" unchecked.
I am working on R15 and the lastest octane version. Have i missed something?
Greetz
I want to use the alphachannel for the mainrender image and the multipass files. For the render image the alpha looks fine. But when i apply the alpha for the z-pass, i get grey borders around.
On the camera tag is "premultiplied alpha" checked and in the rendersettings is "keep enviroment" unchecked.
I am working on R15 and the lastest octane version. Have i missed something?
Greetz
Have you tried turning it off and on again?
SEHSUCHT Berlin - 22x GTX 780
- Pixelkingdom
- Posts: 41
- Joined: Fri Mar 22, 2013 6:05 pm
- Location: Berlin
- Contact:
I will test - turning off and on. But i am out of office - i will try on monday.
Hi,
There is a test version for new layout design.
http://render.otoy.com/forum/viewtopic. ... 4&start=30
There is a test version for new layout design.
http://render.otoy.com/forum/viewtopic. ... 4&start=30
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
is it right, that plain colors on the c4d-background-object dont work? in my case only image-textures seem to work.
- used2bgordy
- Posts: 16
- Joined: Wed Mar 26, 2014 1:20 pm
So far (haven't read the thread through, so there might be things you already know):
1. The render switches to Direct Kernel in second frame, unless it has override.
2. In render passes, multilayered tick box works as off switch if PNG is chosen as output. No files are written to disk. Can't have that. Let's grey it out if any other file format is chosen other than EXR.
3. MatID - this is long overdue. We really need them to stay the same all the way through the animation. When a new object enters the frame all the colors shuffle. So far this pass is useless. (animating visibility)
4. Lights shouldn't be visible in ObjectID, MatID passes. Or as an option.
5. Passes are low sampled. How to change that?
6. Displacement goes weird around ~90 degree edges regardless if there are seams or not. Is there workaround?
That's what kept me from sleeping for the last couple of projects.
Artur
1. The render switches to Direct Kernel in second frame, unless it has override.
2. In render passes, multilayered tick box works as off switch if PNG is chosen as output. No files are written to disk. Can't have that. Let's grey it out if any other file format is chosen other than EXR.
3. MatID - this is long overdue. We really need them to stay the same all the way through the animation. When a new object enters the frame all the colors shuffle. So far this pass is useless. (animating visibility)
4. Lights shouldn't be visible in ObjectID, MatID passes. Or as an option.
5. Passes are low sampled. How to change that?
6. Displacement goes weird around ~90 degree edges regardless if there are seams or not. Is there workaround?
That's what kept me from sleeping for the last couple of projects.

Artur