momentarily, if i am not mistaken, we have the option to choose two seperate environments at maximum.
that is, type primary as an enironment that's taking over all aspects of an environment.
and type visible, that is alternatively taking over backplate and/or reflections and/or refractions.
what i would like is 4 seperations.
define an environment that is responsible for gi illumination only, in addition to that a different hdr/texture/color-map for the backplate, an other different one that is being seen only in reflections and a fourth one that is only seen in refractions.
Which feature do you need the most?
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- Elvissuperstar007
- Posts: 2507
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- KonstantinosD
- Posts: 65
- Joined: Sun Dec 13, 2015 9:18 am
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A better tone mapping in which the highlights can be compressed more in a value higher than one, It would be nice to be able to do this natively.
Also thank you for listening to my wish and now we can change the ground color!! I'm waiting for the plugins to catch up on that feature!
Konstantinos
Also thank you for listening to my wish and now we can change the ground color!! I'm waiting for the plugins to catch up on that feature!
Konstantinos
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Feeling your pain here!aggiechase37 wrote:Dear Lord can we please get proper particle support? Especially smoke and fire out of x-particles without having to do Turbulence FD. I'm begging! I'm on the floor right now on my knees begging! I downloaded the cycles 4d demo and so far not impressed.
So please can we get particle support.
Particles, Particles, Particles, Particles, Particles, Particles, Particles, Particles, Particles, Particles, Particles, Particles...Please.
We switched to glTF (even FBX creator, now at Unity, agreed this was right move for speed and size reasons) and this is getting implemented in or before 3.1. We are also working with KHR to get glTF 2.0 features we need added.NeoCortex wrote:The feature I would like the most is .fbx file import this feature was supposed to be included in Octane Render 3
- Chillkroete
- Posts: 34
- Joined: Thu Apr 14, 2016 9:19 pm
1. Custom ior curve - would be great to have more control over the ior value with a fresnel curve
2. complex noise shader - the noise shader (in c4d) is really limited, there is no possibiliy to create complex procedural shader, something like bercon shader would be good
2. complex noise shader - the noise shader (in c4d) is really limited, there is no possibiliy to create complex procedural shader, something like bercon shader would be good
Yes that would be great...mesut wrote:momentarily, if i am not mistaken, we have the option to choose two seperate environments at maximum.
that is, type primary as an enironment that's taking over all aspects of an environment.
and type visible, that is alternatively taking over backplate and/or reflections and/or refractions.
what i would like is 4 seperations.
define an environment that is responsible for gi illumination only, in addition to that a different hdr/texture/color-map for the backplate, an other different one that is being seen only in reflections and a fourth one that is only seen in refractions.
+1
Andreas
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1 x 4090 GTX, 1 x 3090 GTX
http://www.v-cube.de