Cinema 4D version 2019.1.1-R3 (Stable) 09.10.2019

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thanulee
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Also a small glitch. When i open node editor i see "sub material". If i type something on the search and then delete what i typed, the "sub material" is gone.

Another thing that i believe is not needed is on composite material the "material 1 mask". Its the base material u cant mask it with something right?
"
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thanulee
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In composite layer material i discovered the following:
- U cant add an octane material from the side, u need to press "add material" from composite which seems like a bug ?
- And on layer materials while there is "albedo" the channel is called "diffuse". See image below

Ty
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aoktar
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thanulee wrote:In composite layer material i discovered the following:
- U cant add an octane material from the side, u need to press "add material" from composite which seems like a bug ?
- And on layer materials while there is "albedo" the channel is called "diffuse". See image below
Ty
No bug. You have to use "Sub material" types with Composite materials because of new design. It's provides that all compact in composite material and use storing in Content browser or copy/paste to another scenes without tricks or problems.
Second, it's an overlook.
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thanulee
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Roger! Could u please help me on how to use spectron?
And also how to use chromatic aberration from camera? :)
tyy
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pxlntwrk
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Hi,

I noticed a strange behavior with the node editor.
Image

the shader pins do not seem to work properly here(R19- R21).
As you can see on the image with the example of the dirt node, the value of float for the radius is 5 and in the shader the value remains at 1.
it also seems that some pins connection no longer appear?
I have not checked all shaders, but the concern is present on at least a few ...

Is it a local problem or is someone else affected?

thanks
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aoktar
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pxlntwrk wrote:Hi,

I noticed a strange behavior with the node editor.
Image

the shader pins do not seem to work properly here(R19- R21).
As you can see on the image with the example of the dirt node, the value of float for the radius is 5 and in the shader the value remains at 1.
it also seems that some pins connection no longer appear?
I have not checked all shaders, but the concern is present on at least a few ...

Is it a local problem or is someone else affected?

thanks
Some confusion seems there. They are not pin, just parameters. You can have input for parameters. And embedded parameters are not limited until you stop the drag. What you see in parameters in right side that is correct.
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3dworks
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setting texture compression to anything other than "auto" make slaves crash. very tricky to debug, but i can confirm earlier reports for this.
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pxlntwrk
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aoktar wrote: ...You can have input for parameters...
Sorry but I think I do not understand well :oops:

wich kind of input ? (if float doesnt works)
how can i have an input for parameter if there is no pin ?
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tomsvfx
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3dworks wrote:setting texture compression to anything other than "auto" make slaves crash. very tricky to debug, but i can confirm earlier reports for this.
Its been like this from the beginning.
nejck
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tomsvfx wrote:
3dworks wrote:setting texture compression to anything other than "auto" make slaves crash. very tricky to debug, but i can confirm earlier reports for this.
Its been like this from the beginning.
So its been reported before? If so then please somebody look into it... I'm not using any slaves right now but would be immensely disappointed if a feature like that is broken :\
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