Cinema4D 2022.1-[R10] (Previous stable) (26.03.2023)

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frankmci
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moebius wrote:there is this line: it comes from "denoise volume" But why?
Best to attach a small demo scene exhibiting the problem, not just a render.
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SSmolak
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Is there chance to make Fracture fully works with instance nodes ? Using instance id in object tag for dozens of objects is not the best way. Fracture can do that better.
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aoktar
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SSmolak wrote:Is there chance to make Fracture fully works with instance nodes ? Using instance id in object tag for dozens of objects is not the best way. Fracture can do that better.
Could you send me example scene for your request?
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SSmolak
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aoktar wrote: Could you send me example scene for your request?
Please see. Fracture works only with random effector in color mode but random color and jittered color correction nodes doesn't works even with effector.
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fracture_vs_cloner.zip
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fracture_problem_scene.zip
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aoktar
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SSmolak wrote:
aoktar wrote: Could you send me example scene for your request?
Please see. Fracture works only with random effector in color mode but random color and jittered color correction nodes doesn't works even with effector.
It will work with Mograph colors, because it's not generating Render instances. Other texture types require the this.
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SSmolak
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aoktar wrote: It will work with Mograph colors, because it's not generating Render instances. Other texture types require the this.
Thank you for pointing that, yes it works fine with Mograph nodes. But anyway there is limitation while using them because only way for generate random texture hue for example is to use composite texture but it is not the best :
hue.jpg
Using jittered texture node would be the best. But it would be resolved if we will have the same Color Correction node as it is in Standalone version with hue input available :
standalone_hue.jpg
standalone_hue.jpg (4.3 KiB) Viewed 1967 times
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moebius
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Back to my topic, I got now a scene ;-)
The white line happens after denoise.
https://we.tl/t-xitWvHdD6t
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Bild_2022-12-12_161143881.png
Bild_2022-12-12_161143881.png (124.59 KiB) Viewed 1893 times
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aoktar
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SSmolak wrote:
aoktar wrote: It will work with Mograph colors, because it's not generating Render instances. Other texture types require the this.
Thank you for pointing that, yes it works fine with Mograph nodes. But anyway there is limitation while using them because only way for generate random texture hue for example is to use composite texture but it is not the best :
hue.jpg
Using jittered texture node would be the best. But it would be resolved if we will have the same Color Correction node as it is in Standalone version with hue input available :
standalone_hue.jpg
Yes but I define the routes to follow. And I do if it's possible and detect proper timing for that. Thanks for pointing that but no promise to do this. Even not sure it's possible because of the nature of the Fracture.
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freeter_e
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feedback:

pyro object add a octane objecttag
standard volume parameter (default), not uniform

Octane v2022.1-R2
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standard volume parameter (default), not uniform .jpg
mingmingAS
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Light exclusion fails in the new version of C4D rendering queue
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