Cinema4D version 2022.1-XB1-(R3) (Experimental) 02.06.2022

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SSmolak
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bepeg4d wrote: Oops, sorry, didn't notice it was about Universal camera.
In this case, the Perspective Correction is named Keep up-right:
318D8BD5-1734-4161-992E-C4133EB8ABD2.jpeg
ciao,
Beppe
Hi Beppe, yes I know about Keep up-right but it works completely different than perspective correction - it is more like LensShift Y. Please try how it works different when you use camera Y rotating.
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ryanaexavier
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aoktar wrote:
GXGsynth wrote:2022.1 XB1 C4D seems to break all my Vectron projects that work in 2021.1.5 R3, and just doesn't want to load Vectron scripts period besides the init sphere. Also, when the compiled Vectron script has a bunch of parameters, it shrinks the code entry window which can't be resized, is that fixable?
Do you know the writing OSL or just copy/paste something? Did you check the log output to see results? Just send me your project with PM if you don't know to check.

I can second that this is an issue. Previously working Vectron projects are broke in 2022. I loading the project as normal, copying vectron object into a new 2022 project, copying the code itself into a new vectron node (which now has the little r with s circle around it) and all methods render a blank screen even though vectron returns "Compilation OK". I will PM you a project.
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SSmolak
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Voronoi Pattern use only one color :
tile_patt.jpg
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SSmolak
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Strange thing. If LiveViewer is active rendering to PictureViewer is 40% faster than rendering to PictureViewer without LiveViewer activated :
rend_time.jpg
rend_time.jpg (19.5 KiB) Viewed 2657 times
The same issue is in 2021 version.

Also Preview Mode completely doesn't work - it always show pure white material.
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There is no "uv coordinate" node but is available in standalone
jayroth2020
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It is called "Projection" in the c4doctane plugin. https://docs.otoy.com/cinema4d/Projection.html
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jayroth2020 wrote:It is called "Projection" in the c4doctane plugin. https://docs.otoy.com/cinema4d/Projection.html
Sorry, I am not able to find this node
Discord_WWeM472Qj3.png
Discord_WWeM472Qj3.png (8.53 KiB) Viewed 2608 times
or how would I set something like this?
Discord_LCB3Fx6jo5.png
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aoktar
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Meet wrote:
jayroth2020 wrote:It is called "Projection" in the c4doctane plugin. https://docs.otoy.com/cinema4d/Projection.html
Sorry, I am not able to find this node
Discord_WWeM472Qj3.png
or how would I set something like this?
Discord_LCB3Fx6jo5.png
It's a missed node. There are still missing nodes and features on integration beside of it. Thanks for pointing that.
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ryanaexavier
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ryanaexavier wrote:
aoktar wrote:
GXGsynth wrote:2022.1 XB1 C4D seems to break all my Vectron projects that work in 2021.1.5 R3, and just doesn't want to load Vectron scripts period besides the init sphere. Also, when the compiled Vectron script has a bunch of parameters, it shrinks the code entry window which can't be resized, is that fixable?
Do you know the writing OSL or just copy/paste something? Did you check the log output to see results? Just send me your project with PM if you don't know to check.

I can second that this is an issue. Previously working Vectron projects are broke in 2022. I loading the project as normal, copying vectron object into a new 2022 project, copying the code itself into a new vectron node (which now has the little r with s circle around it) and all methods render a blank screen even though vectron returns "Compilation OK". I will PM you a project.
Have you had a chance to look into the Vectron issues yet?
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aoktar
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ryanaexavier wrote: Have you had a chance to look into the Vectron issues yet?
There's a change for compiler that doesn't let you use the positive values of distance. It looks like avoiding to see any results. Probably you need to revise the script for that. See discussion
roeland wrote:
aoktar wrote:We have some report about vectrons are not giving any output. Here's an example to show the weird problem for this. The scene is working well in Standalone 2021.1.5, but cannot see any shape with 2022.1-XB1.
You can see from the assignment to the distance in this shader that it never returns negative values:

Code: Select all

c.dist = sqrt(rr) / Dd;
A valid SDF always returns negative values in some region (this is the space that is “inside” the object). If a shader doesn’t return negative values anywhere it is not expected that it will consistently produce some object.
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