Version 2.24.1-R3 (06.10.2015) - obsolete stable

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aoktar
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Ron wrote:Thank you Ahmet for this update!
Cant't wait to see the next version you mentioned and hope you get the SDK-issue fixed soon.
Ron
Thanks i hope so.

AEponym wrote:copy/pasting mix materials is very appreciated, thx Aoktar!
You're welcome. I hope that would work fine. It's done by some hacky ways.
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momade
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aoktar wrote:Thanks momade,

Btw i decided to update latest version and keep working on the next versions. I didn't included other improvements which are related performance and new additions. Current version has Broken Localdb functionality and a few fixes and mix material support on COPY/PASTE. I'm hoping to get a fix on SDK to provide a new version with all features and R17 support. I can't update old version for R17 because codes completely revised. So enjoy it.

Best,
Ahmet
Super Ahmet. Your the best!
miohn
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Hi Ahmet,

thank you very much !!!!

To be able now to copy objects with mix-materials and all nested mats is really a great improvement!
Never thought, that this, beginning in my early vray-times, could be ever solved.

You*re the greatest!

regards
Mike
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aoktar
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miohn wrote:Hi Ahmet,

thank you very much !!!!

To be able now to copy objects with mix-materials and all nested mats is really a great improvement!
Never thought, that this, beginning in my early vray-times, could be ever solved.

You*re the greatest!

regards
Mike
:)
Thanks! Enjoy it!
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xcaseyx
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it seems like 'particle engine' doesn't work for me in version 2.24.1 with x-particles current build. everything else works great. but I can't seem to get particles to show up. I can get thinking particles to show up, or standard emitter particles to show up though.
borzoff
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I have a few problems.
1. Standard Cinema 4D render. turn Display color on the object and animate it, then do one material for all animated objects in the correct slot, for example, put a Color "color shader", very easy to change the color of many objects,
Image
because not visually clear in which the object is what color. Lego and move on time line.
but when I do this in octane render. "color shader" does not understand the color of the display color.
Image

2. The choice of color in the octane material, loads some of his settings,
Image
very much like what he would have looked the same as in a standard cinema 4d material. and took custom settings, and you can choose the enchanced color table, quick storage, mixing panel.
Image
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aoktar
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borzoff wrote:I have a few problems.
1. Standard Cinema 4D render. turn Display color on the object and animate it, then do one material for all animated objects in the correct slot, for example, put a Color "color shader", very easy to change the color of many objects,
2. The choice of color in the octane material, loads some of his settings,
1. Simply we don't support this.
2- It's a custom slider for Octane with some extra features. We don't support what you want. But you can switch back to default sliders if want. But you'll loose indrag updates.
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borzoff
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1. Is it possible to expect the support of this function? greatly simplifies the animation color of a set of objects.
2. Thank you, did not see it. I've recently been using octane.
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aoktar
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borzoff wrote:1. Is it possible to expect the support of this function? greatly simplifies the animation color of a set of objects.
2. Thank you, did not see it. I've recently been using octane.
1- It's not planned to support. At least for any recent version
2- It will not support INDRAG updates. But i have fixed it for 3.0 versions. Btw to get same colors on default sliders please use linear color profile for scenes.
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desire
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Hi, aoktar!
May I ask you about masks? Do you plan to improve masks' accuracy?
Because the one-pixel-gap between objects and shadows is quite visible even at huge resolution renders when i use render layer feature, unfortunately.
And object ID masks are not precise too... (correct me if I'm wrong)
Thank you.
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