Cinema 4D version 4.02.1-R3 (Obsolete stable)
Moderators: ChrisHekman, aoktar
This BlackShadow issue pops up from time to time in last year or two, i had reported it, it gets fixed and then after few releases it tends to be broken again.desire wrote:Hi!
Have just checked the latest stable 4.02.1-R3 - the problem with noise in a BlackShadow Pass (through RenderLayer feature) hasn't gone... Since months....![]()
Can't beleive that just I single have this issue. The same on two different PC machines.
Dear friends how do you make renders with Render Layer?
Update: also with 4.02.1-R3 have repeatedly crashes while select and drag targeted Octane Light Object with active LiveViewer and splited viewport (persp+right+top+front)
Im also waiting for an update for this.
The issue with Black Shadow pass will be fixed with the upcoming 4.03 SDK, and has been already fixed in v2018.1.
ciao Beppe
ciao Beppe
Hi. Why do I get different results in LV and PV with the same settings? And why is the far end of the black color, although it must be completely white? Maybe I'm doing something wrong?bepeg4d wrote:The issue with Black Shadow pass will be fixed with the upcoming 4.03 SDK, and has been already fixed in v2018.1.
ciao Beppe
Have you read manual for passes?divasoft wrote:Hi. Why do I get different results in LV and PV with the same settings? And why is the far end of the black color, although it must be completely white? Maybe I'm doing something wrong?bepeg4d wrote:The issue with Black Shadow pass will be fixed with the upcoming 4.03 SDK, and has been already fixed in v2018.1.
ciao Beppe
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
OK, I just re-read the manual and fixed the problem with the gradient, thanks. But I still do not understand how to get white color in the distance, or at least transparency instead of a black background for making fake DOF.aoktar wrote:Have you read manual for passes?divasoft wrote:Hi. Why do I get different results in LV and PV with the same settings? And why is the far end of the black color, although it must be completely white? Maybe I'm doing something wrong?bepeg4d wrote:The issue with Black Shadow pass will be fixed with the upcoming 4.03 SDK, and has been already fixed in v2018.1.
ciao Beppe
If you enable alpha channel you can use it to replace the black background with any value in compositing.divasoft wrote:OK, I just re-read the manual and fixed the problem with the gradient, thanks. But I still do not understand how to get white color in the distance, or at least transparency instead of a black background for making fake DOF.
According to Billy Brooks this will be changed in an upcoming 2019 version, the background will have the farthest value instead of black.
https://www.facebook.com/groups/OctaneR ... 6260320783
Regards
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
Thank you for remember.bepeg4d wrote:Hi desire,
sorry, the issue with black shadow is known, and will be fixed with the upcoming 4.03 SDK.
ciao Beppe
Hi, niestudio, sorry for a long answer.niestudio wrote:Interesting. I notice your samples are extremely low (75). I guess I'm not seeing similar results as I'm typically rendering much larger files with 5000+ samples.
I tested your file in Standalone, and the results are similar, so you should probably post there. Don't think there would be an update on the plugin side that would change this for you.
In the meantime, in photoshop, you should be able to clean this up with the dust and scratches filter. Somewhere around 1px and 5 threshold should do it.
note: You won't be able to apply it on the transparent layer, but if you merge it with a white solid layer, you can then apply it.
Yes, the issue with black shadow has a solve, but agree, it looks strange, to solve in PS result of a 600 buckses renderer ))
And sorry, but where have you seen 75 samples? In this scene final render settings, samples is set to 900 as minimum. In some early Octane versions there was no such problem, just slightly noisy Shadow pass.