Version 2.14.0 - TEST
Moderators: ChrisHekman, aoktar
I've just noticed something weird. i a have an object which has emmison polygones. i used mograph to duplicate. see what happens with/without checking "render instances"
http://www.sadece.com.tr
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i7 990x // 12GB Ram // 2x Titan X + Titan + 780 // Octane for C4D // Win7 x64
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i7 990x // 12GB Ram // 2x Titan X + Titan + 780 // Octane for C4D // Win7 x64
when you don`t use object tag, all objects will be collected a single mesh. but object tag exports all as individual meshes. but situation is different o render instances. they are always exported as individual meshes.sadece wrote:I've just noticed something weird. i a have an object which has emmison polygones. i used mograph to duplicate. see what happens with/without checking "render instances"
so what's the relationship for your problem?
emissions seems different due polygon area. on your first images, 3 objects are a part of big single mesh. check octane node graph to see what happens actually
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
Thanks for the info.aoktar wrote:when you don`t use object tag, all objects will be collected a single mesh. but object tag exports all as individual meshes. but situation is different o render instances. they are always exported as individual meshes.sadece wrote:I've just noticed something weird. i a have an object which has emmison polygones. i used mograph to duplicate. see what happens with/without checking "render instances"
so what's the relationship for your problem?
emissions seems different due polygon area. on your first images, 3 objects are a part of big single mesh. check octane node graph to see what happens actually
Btw is it right behavior for the emmision materials are related to size of objects? Same emission material on a huge sphere and a tiny one, should the brightness be same ?
http://www.sadece.com.tr
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i7 990x // 12GB Ram // 2x Titan X + Titan + 780 // Octane for C4D // Win7 x64
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i7 990x // 12GB Ram // 2x Titan X + Titan + 780 // Octane for C4D // Win7 x64
i think so. Seems like that reflects same amount of illumination without accounting size. this explains why collected meshes don't casts the illumination for each boxes as a indivual mesh.sadece wrote: Thanks for the info.
Btw is it right behavior for the emmision materials are related to size of objects? Same emission material on a huge sphere and a tiny one, should the brightness be same ?
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
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
About importing .ORBX materials from standalone (in LocalDB or not) or savings in the OctaneLive DB storage from C4D.
When you import complex nodes structure with cascading mix materials in .ORBX file format from the standalone or from materials made in C4D and saved in the OctaneLive DB storage, even if you rename the mix materials nodes in the standalone or in C4D, these are all named "Octane Mix Material" when imported back in C4D. With complex materials, it's sometimes time consuming to find the right final mix material to connect to the object(s).
Aoktar, do you think it's possible to restore the name of the mix material nodes from the .ORBX file in the C4D material manager? It could be wonderfull!
When you import complex nodes structure with cascading mix materials in .ORBX file format from the standalone or from materials made in C4D and saved in the OctaneLive DB storage, even if you rename the mix materials nodes in the standalone or in C4D, these are all named "Octane Mix Material" when imported back in C4D. With complex materials, it's sometimes time consuming to find the right final mix material to connect to the object(s).
Aoktar, do you think it's possible to restore the name of the mix material nodes from the .ORBX file in the C4D material manager? It could be wonderfull!

Win10 64bits | 3x 980 + 2x 670 + 1060 | Cubix XPander + network | Core i7 3600 MHz | 32GB | 1300w PSU
Sorry for my bad english...
Sorry for my bad english...
ok, will try to fix for 2.16atome451 wrote:About importing .ORBX materials from standalone (in LocalDB or not) or savings in the OctaneLive DB storage from C4D.
When you import complex nodes structure with cascading mix materials in .ORBX file format from the standalone or from materials made in C4D and saved in the OctaneLive DB storage, even if you rename the mix materials nodes in the standalone or in C4D, these are all named "Octane Mix Material" when imported back in C4D. With complex materials, it's sometimes time consuming to find the right final mix material to connect to the object(s).
Aoktar, do you think it's possible to restore the name of the mix material nodes from the .ORBX file in the C4D material manager? It could be wonderfull!

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
Great! Thanks a lot! 

Win10 64bits | 3x 980 + 2x 670 + 1060 | Cubix XPander + network | Core i7 3600 MHz | 32GB | 1300w PSU
Sorry for my bad english...
Sorry for my bad english...