Ok i'll try to fix.zinogino wrote:Hi,
Just a small request for the next release, is it possible to rework the lock resolution in IPR?
The locked resolution always end up in-correct whenever I send my scene and restart.
ex:
Locked Resolution at 0.5
pause IPR
Restart IPR locked resolution jumps, have to dial back to 0.5
Thanks
Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017
Moderators: ChrisHekman, aoktar
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
- leehenshall
- Posts: 184
- Joined: Sun Oct 25, 2015 5:44 pm
- Location: England
- Contact:
Any chance anyone can help me out with this? Trying to use triplanar with an OSL texture.leehenshall wrote:Is there a way to use a projection with the OSL texture in C4D?
The OSL Flake texture has had a projection pin added over in the OSL forum so that triplanar mapping can be achieved. It works in Standalone...However when I try this in the C4D implementation the OSL node doesn't seem to have any input pins.
Link to OSL Flake Projection addition.
viewtopic.php?f=33&t=63905&start=10
Is this a mistake on my part or is it a current limitation with OSL in the C4D plugin?
Hi,
the issue with render passes and R19 will be solved when Maxon finally will publish R19.040 build update.
ciao beppe
the issue with render passes and R19 will be solved when Maxon finally will publish R19.040 build update.
ciao beppe
Hi all,
I'm facing an issue with network rendering : everything is ok but the picture ... the part of the picture rendered by the slave is a pure mess, as you can see on link below.
http://fromsmash.com/2d738ea3-0594-11e8 ... 39043893bc
Both PCs are running Win10, C4D R19, Octane 3.08.
Master : 2*980ti + 1*1080
Slave : 1*980ti + 1*1060
Any clue?
I'm facing an issue with network rendering : everything is ok but the picture ... the part of the picture rendered by the slave is a pure mess, as you can see on link below.
http://fromsmash.com/2d738ea3-0594-11e8 ... 39043893bc
Both PCs are running Win10, C4D R19, Octane 3.08.
Master : 2*980ti + 1*1080
Slave : 1*980ti + 1*1060
Any clue?
- leehenshall
- Posts: 184
- Joined: Sun Oct 25, 2015 5:44 pm
- Location: England
- Contact:
Hey Guys,leehenshall wrote:Any chance anyone can help me out with this? Trying to use triplanar with an OSL texture.leehenshall wrote:Is there a way to use a projection with the OSL texture in C4D?
The OSL Flake texture has had a projection pin added over in the OSL forum so that triplanar mapping can be achieved. It works in Standalone...However when I try this in the C4D implementation the OSL node doesn't seem to have any input pins.
Link to OSL Flake Projection addition.
viewtopic.php?f=33&t=63905&start=10
Is this a mistake on my part or is it a current limitation with OSL in the C4D plugin?
Please can somebody let me know whether this is possible with the current implementation of OSL in Octane for C4D. Works in standalone is this a current limitation?
Lee
What's problem with which script? There was some missing support for some kind of parameters. But on my wip version(test7), most of parameter types should be supported. Support means that having a pin on plugin side to connect any node. Other than this everything should work as in standalone.leehenshall wrote: Hey Guys,
Please can somebody let me know whether this is possible with the current implementation of OSL in Octane for C4D. Works in standalone is this a current limitation?
Lee
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
- leehenshall
- Posts: 184
- Joined: Sun Oct 25, 2015 5:44 pm
- Location: England
- Contact:
Hi aoktar,
I'm a new comer to the c4d plugin. I previously used the Maya plugin (I won't say anymore about that...
) Firstly let me say I love this implementation in c4d. It is superb....you've done an amazing job with this.
The issue I'm having is that i'm trying to use osl flakes with a triplanar projection. The osl node works just fine and I even noticed you have created a nice library of preset osl scripts
The problem with the V-Ray OSL flakes is that it relys on mesh UVs which is a problem for most car models that derive from CAD data.
In the standalone OSL forum a user added a projection pin to the osl flakes script so that triplanar mapping could be utilized.
My question is...how can I do this in Octane for C4D? I tried pasting the script into the c4d osl node and it builds correctly but I have no way of adding a triplanar node to the osl node. I did the same thing in standalone and it works.
Apologies If i'm making an obvious mistake...I'm not very experienced with C4D
Original Thread:
viewtopic.php?f=33&t=63905&start=10
See Below:
I'm a new comer to the c4d plugin. I previously used the Maya plugin (I won't say anymore about that...

The issue I'm having is that i'm trying to use osl flakes with a triplanar projection. The osl node works just fine and I even noticed you have created a nice library of preset osl scripts

In the standalone OSL forum a user added a projection pin to the osl flakes script so that triplanar mapping could be utilized.
My question is...how can I do this in Octane for C4D? I tried pasting the script into the c4d osl node and it builds correctly but I have no way of adding a triplanar node to the osl node. I did the same thing in standalone and it works.
Apologies If i'm making an obvious mistake...I'm not very experienced with C4D
Original Thread:
viewtopic.php?f=33&t=63905&start=10
See Below:
funk wrote:I added a projection pin then used it in the position calculation like this:Jolbertoquini wrote:Quick question? I was looking at the flakes how to use with triplanar projection ? on stadalone? Just a curiosity.
Code: Select all
shader flakes ( float flake_scale = 10.0 [[ string description = "Smaller values zoom into the flake map, larger values zoom out" ]], float flake_size = 0.5 [[ string description = "Relative size of the flakes" ]], float flake_size_variance = 0.0 [[ string description = "0.0 makes all flakes the same size, 1.0 assigns random size between 0 and the given flake size" ]], float flake_normal_orientation = 0.0 [[ string description = "Blend between the flake normals (0.0) and the surface normal (1.0)" ]], point proj = point(u, v, 0) [[string label = "Projection"]], output color result = 1.0 ) { float safe_flake_size_variance = clamp(flake_size_variance, 0.1, 1.0); vector cellCenters[9] = { vector( 0.5, 0.5, 0.0), vector( 1.5, 0.5, 0.0), vector( 1.5, 1.5, 0.0), vector( 0.5, 1.5, 0.0), vector(-0.5, 1.5, 0.0), vector(-0.5, 0.5, 0.0), vector(-0.5, -0.5, 0.0), vector( 0.5, -0.5, 0.0), vector( 1.5, -0.5, 0.0) }; //point position = vector(u, v, 0.0); point position = flake_scale * proj; point base = floor(position); point nearestCell = point(0.0, 0.0, 1.0); int nearestCellIndex = -1; for(int cellIndex = 0; cellIndex < 9; ++cellIndex) { point cellCenter = base + cellCenters[cellIndex]; vector centerOffset = cellnoise(cellCenter) * 2.0 - 1.0; centerOffset[2] *= safe_flake_size_variance; centerOffset = normalize(centerOffset); cellCenter += 0.5 * centerOffset; float cellDistance = distance(position, cellCenter); if(cellDistance < flake_size && cellCenter[2] < nearestCell[2]) { nearestCell = cellCenter; nearestCellIndex = cellIndex; } } result = color(0.5, 0.5, 1.0); if (nearestCellIndex != -1) { vector randomNormal = cellnoise(base + cellCenters[nearestCellIndex] + vector(0.0, 0.0, 1.5)); randomNormal = 2.0 * randomNormal - 1.0; randomNormal = faceforward(randomNormal, I, randomNormal); randomNormal = normalize(mix(randomNormal, vector(0.0, 0.0, 1.0), flake_normal_orientation)); result = color(0.5*randomNormal[0]+0.5, 0.5*randomNormal[1]+0.5, randomNormal[2]); } }