Daylight backplate/reflections/refractions doesn't work. Version 4.05 - 6.19.
I have three daylights. One set to main & texture for lighting. One set to visible & texture with reflections checked. One set to visible & texture with backplate checked. The backplate doesn't work unless I turn off the light that has reflections checked. What is the point of this if you can't have unique maps for each entry?
The current implementation, of needing multiple daylights with trojan horse check boxes and textures, has always been a design travesty.
Also, the daylights in Max are still labeled as 'Object' under the object type.
backplate / reflections broken
Forum rules
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
- paride4331
- Posts: 3821
- Joined: Fri Sep 18, 2015 7:19 am
- senorpablo
- Posts: 163
- Joined: Sun Jun 28, 2015 2:52 am
Why doesn't the backplate option within the daylight system work properly and as one would expect? Does the viewport background backplate method you suggest get exported properly for rendering in ORC?
Otoy desperately needs a UX specialist.
Otoy desperately needs a UX specialist.
- paride4331
- Posts: 3821
- Joined: Fri Sep 18, 2015 7:19 am
Hi senorpablo,
as a ux specialist should knows, render target node provides only two pins: Env and vis Env, what you ask for is readily obtainable using alpha channel.
What I suggest is a quick trick allowed using 3ds Max Viewport in Octane.
Regards
Paride
as a ux specialist should knows, render target node provides only two pins: Env and vis Env, what you ask for is readily obtainable using alpha channel.
What I suggest is a quick trick allowed using 3ds Max Viewport in Octane.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid