OctaneRender™ Standalone 1.18

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kavorka
Licensed Customer
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mantra wrote:
t_3 wrote:
mantra wrote:Useless...
... for you?

for 99.9% of customers
Useful for me.
For anyone that brings in 3D objects from AutoCAD, the vertex and face normals get messed up a lot. This shows me very quickly where the problems are.
Also, are you seriously complaining about a feature just because you dont know how to use it/dont need to use it?
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treddie
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It's good for me too, since I have had a MAJOR problem with jacked normals in the past due to my software pipeline.
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Refracty
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this release is not about new features - It is about making a bug free application
Tugpsx
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Thanks for update
Win 11 64GB | NVIDIA RTX3060 12GB
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merid888

thank you roeland i'll test right now, i'll comment if necessary
nice weekend
cheers ;)
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Dmi3ryd
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Thanks for update ! :)) 8-)
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merid888

few observations !!
first the noise in the image, with the last versión 1.17 dosen't happen this, add image
second point the value index not change before i can did put 1.30 to 0, now minimun is 1, why ?
let me understand please
thank you
ahhh, the second image show in the glass window the background a pixel in the reflect, maybe a bug ?
Attachments
values.jpg
noise and pixel.jpg
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t_3
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mantra wrote:for 99.9% of customers
why do you know?
The obvious is that which is never seen until someone expresses it simply

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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

merid888 wrote:few observations !!
first the noise in the image, with the last versión 1.17 dosen't happen this, add image
How does it look like in 1.17? Could you send us the scene please?
second point the value index not change before i can did put 1.30 to 0, now minimun is 1, why ?
let me understand please
All index values between 0 and 1 produced the same behaviour: Turning off Fresnel and making the reflection 100% of the value that is defined by the specular texture. We set the minimum to 1, because in specular materials it has been 1 all the time, so we wanted to make the index of refraction consistent between glossy and specular materials.
thank you
ahhh, the second image show in the glass window the background a pixel in the reflect, maybe a bug ?
What exactly do you mean? The background image isn't interpolated. Do you mean that?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
OctaneRender Team
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smicha wrote:Thanks TEAM.
Interpolated Vertex Normals works like a charm.

1. I reported it earlier - front and back views are switched - front is back, back is front.
Do you confirm it? (tested on models imported from Sketchup and 3Ds max).
We can easily switch front to back and left and right. Is there some generally accepted definition of what is front and what is back?
2. When I set int2resolution (Mesh Preview Resolution) to higher values than the viewport is, eg. 3000x2000 I see no scrollbars on the bottom and on the right hand side of the viewport.
Did you have the viewport/resolution lock enabled?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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