He means the Open VDB Mesher in X-particles 4.What about? About problems with OVDMmesher? What's that?
Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017
Moderators: ChrisHekman, aoktar
Hi,benjaminxo wrote:Hi there,
It looks like the beta version doesn't work with the Vr subscription?
It shows "Could not find the required license".
Is this normal ?
Thanks !
please, have a look a couple of page before in this thread:
viewtopic.php?f=85&t=64382&start=70#p327966
ciao beppe
I think I can add to this: doing some testing it looks like mix materials in 3.08 break if they've got textures in and you are using slaves.rodross wrote:Looks like there's a bug with mixtextures. Try putting a mixtexture into the diffuse, put it on an object, and send over with an octane sky (no need for hdr). It does some weird stuff especially when you toss in a dirt shader as the mix amount. Renders half and/or quarters of the image wrong.
On 3.07, with no slaves: On 3.07, with slaves: On 3.08, with no slaves: On 3.08, with slaves: Here is the material, we have been using it since 3.0: I haven't had time to try and convert it to an Uber material, but I'm guessing this change has something to do with it?
EDIT: Looks like it is happening in standalone too
viewtopic.php?f=33&t=64362&p=328272#p328267
Octane 3.07.R2 | Cinema 4D 18.057
Windows 7 64bit | 64GB RAM | 8x Geforce GTX 1080ti/8x Asus Strix GTX980ti
Windows 7 64bit | 64GB RAM | 8x Geforce GTX 1080ti/8x Asus Strix GTX980ti
Hi Ahmet,
There is a problem with the Xparticles instance ID color in the latest release:
Some particles flicker\colored black as u can see using the instance ID node on the xpemitter. same scene works as expected with 3.07
Using XP4 and the latest r18 version
Best,
Guy
There is a problem with the Xparticles instance ID color in the latest release:
Some particles flicker\colored black as u can see using the instance ID node on the xpemitter. same scene works as expected with 3.07
Using XP4 and the latest r18 version
Best,
Guy
Instance color has problem with indexing in this sdk. Also netrender has some problems.Studio21 wrote:Hi Ahmet,
There is a problem with the Xparticles instance ID color in the latest release:
Some particles flicker\colored black as u can see using the instance ID node on the xpemitter. same scene works as expected with 3.07
Using XP4 and the latest r18 version
Best,
Guy
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
- Timelinedenmark
- Posts: 8
- Joined: Fri May 20, 2016 4:22 pm
Would still love to know how OTOY expect us to use N & K Values in the new metal material. To my knowledge, every single piece of reference is based on separated RGB channels, and not a single value.
For example Copper:
Red channel (0.65 µm): N - 0.27 / K - 3.60
Green Channel (0.55 µm): N - 0.67 / K - 2.62
Blue Channel (0.45 µm): N - 1.31 / K - 2.29
In octane, we have a single N & K value, not 3. It´s the same thing in Standalone version, so not plugin "only" related.
For example Copper:
Red channel (0.65 µm): N - 0.27 / K - 3.60
Green Channel (0.55 µm): N - 0.67 / K - 2.62
Blue Channel (0.45 µm): N - 1.31 / K - 2.29
In octane, we have a single N & K value, not 3. It´s the same thing in Standalone version, so not plugin "only" related.
https://refractiveindex.info/Timelinedenmark wrote:Would still love to know how OTOY expect us to use N & K Values in the new metal material. To my knowledge, every single piece of reference is based on separated RGB channels, and not a single value.
This site is what I use for it.
Yea we had to drop back to 3.07 for now because of this bug. We run 7 slaves. I never thought about it being a netrender issue.PHM wrote:I think I can add to this: doing some testing it looks like mix materials in 3.08 break if they've got textures in and you are using slaves.rodross wrote:Looks like there's a bug with mixtextures. Try putting a mixtexture into the diffuse, put it on an object, and send over with an octane sky (no need for hdr). It does some weird stuff especially when you toss in a dirt shader as the mix amount. Renders half and/or quarters of the image wrong.
- Timelinedenmark
- Posts: 8
- Joined: Fri May 20, 2016 4:22 pm
rodross wrote:https://refractiveindex.info/Timelinedenmark wrote:Would still love to know how OTOY expect us to use N & K Values in the new metal material. To my knowledge, every single piece of reference is based on separated RGB channels, and not a single value.
This site is what I use for it.
You do know, that in order to use above link correct (refractiveindex), you have to input the wavelengths for Red, Green and blue right? Otherwise it´s just an IOR.
Try Google "Complex IOR". Every source out there is based on 3 x n & k values. One n & k value for each channel.
How it should look like:
https://support.solidangle.com/display/ ... omplex+IOR
https://docs.chaosgroup.com/display/OSL ... nel+shader
Last edited by Timelinedenmark on Wed Dec 13, 2017 6:55 pm, edited 1 time in total.