explain to me why in standalone render denoised b pass saves file much faster than in cinema4d?
thanks
UPD
and
when will we see?
Planetary environment (from XB1

Moderators: ChrisHekman, aoktar
I'm always having user requests or long todo by me and you'll see when I find time to implement that. Sorry!VVG wrote:Hi, Aoktar
UPD
and
when will we see?
Planetary environment (from XB1)
I cannot know right now. But you can try to tweak the end points to avoid problems. Or "close spline=unchecked" and add some extra points will fix that.VVG wrote:spline render problem/ limitation?
Hi Ahmet, Thank you for taking the time to answer me. It's great to know that you are working on it right now. I'm already salivating at the thought of tasting this!aoktar wrote:It could not be better on timing. I'm silently and currently working on a convert function for mix to blend, plus octane to sub_material will be natural part of this. Thanks for the appreciation!
Here's proof of workGuy_frog wrote:Hi Ahmet, Thank you for taking the time to answer me. It's great to know that you are working on it right now. I'm already salivating at the thought of tasting this!aoktar wrote:It could not be better on timing. I'm silently and currently working on a convert function for mix to blend, plus octane to sub_material will be natural part of this. Thanks for the appreciation!
Good job sir.
i foundaoktar wrote:I cannot know right now. But you can try to tweak the end points to avoid problems. Or "close spline=unchecked" and add some extra points will fix that.VVG wrote:spline render problem/ limitation?
Have no time for investigating atm. Sorry!VVG wrote:
i found
after explode segments command - render ok
Is this an octane problem / limit?
i tested in 3.08.05 R3 (i think in v4 the same)