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

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aoktar
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freeter_e wrote:feedback:

objecttag to null object, subdivision level modified, live viewer not update

must click "send your scene and restart new render"

version: 2022.1-[R5]
It has to be like that because of performance reasons and limitations of update system.
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SSmolak
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It has problem with updating scene nodes, capsules too :
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aoktar
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SSmolak wrote:It has problem with updating scene nodes, capsules too :
Same answer will go to you also
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freeter_e
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aoktar wrote:
freeter_e wrote:feedback:

objecttag to null object, subdivision level modified, live viewer not update

must click "send your scene and restart new render"

version: 2022.1-[R5]
It has to be like that because of performance reasons and limitations of update system.
ok, thank you
freeter_e
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modify material type, some problem.

I didn't know this is octane setting or bug?

version: 2022.1-[R5]
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Kalua
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Hi, Aoktar
Is it normal to have the "Chaos node" to behave very differently if placed before or after a "Color Correction" nodde?
Don't remember seeing this difference on earlier builds. On Standalone we don't see this problem.
Please see pitures.
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C4D OK
C4D OK
C4D not OK
C4D not OK
OK on SA 1
OK on SA 1
OK on SA 2
OK on SA 2
C4D 2025.1.1 Octane 2025.1 Build 0104, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 552.22
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SSmolak
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Is there chance to add input, working node pin to color correction - mask ? At the moment simple masking of texture corrections needs to use more nodes. This mask correction in color correction node without input is useless.
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SSmolak
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Material viewport display issue using standard material and metalness parameter :
standard_surf_metalness_c4d_viewport_issue.jpg
If object doesn't have uv map it display fine in uv material projection. But other projections flat, cubic still have this issue.
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aoktar
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SSmolak wrote:Material viewport display issue using standard material and metalness parameter :
standard_surf_metalness_c4d_viewport_issue.jpg
If object doesn't have uv map it display fine in uv material projection. But other projections flat, cubic still have this issue.
Don't know what you're assuming here but there's not any capability to write/develop the shaders for viewport materials. We just render a flat plane and apply as diffuse. Maxon never provided any example or sources for doing something better.
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SSmolak
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aoktar wrote: Don't know what you're assuming here but there's not any capability to write/develop the shaders for viewport materials.
I'm not report that this should simulate metallic material but it lose color in viewport - materials are totally black. It's better to have plain color than black.

Strange that I didn't noticed this before but in all other material types, universal... there is the same view issue :
met_view.jpg
Problem is more noticeable if we have one large metallic material like this :
metal_view.jpg
All building is black in viewport because of metallic panels.
Architectural Visualizations http://www.archviz-4d.studio
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