Cinema4D version 2021.1-(R7) (Obsolete) 17.12.2021

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aoktar
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slepy8 wrote:
aoktar wrote:Small update(R3) is out for using!
Great, but why did you put 8bit/16bit/32bit options instead od D65/Flat ?

It's confusing.
Don't you think I did a mistake? I'll fix it. FIXED it now!
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aoktar
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You can make better volumes, but you need to understand the limitations of shader sampling and volume settings. Needs to spend some time on these. Also don't go crazy on voxel counts for detailing the volumes, consider to use the medium textures and displacement effect.
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vol-grad.zip
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a1.jpg
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AaronWestwood
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aoktar wrote:You can make better volumes, but you need to understand the limitations of shader sampling and volume settings. Needs to spend some time on these. Also don't go crazy on voxel counts for detailing the volumes, consider to use the medium textures and displacement effect.
Thanks so much for sharing that, its great to see that it works :)

Definitely not intuitive at all, would of never guessed this with the transform (Id previously tried dozens of times to get what you shared), so wondered what this setup is doing that makes it work (and why a ramp on its own doesnt)?

Simply trying to understand the reason for this to implement in other larger setups...is there some sort of reason here or literally just stretching out the ramp?

Cheers!

AW
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VOLUME.JPG
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aoktar
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AaronWestwood wrote:
aoktar wrote:You can make better volumes, but you need to understand the limitations of shader sampling and volume settings. Needs to spend some time on these. Also don't go crazy on voxel counts for detailing the volumes, consider to use the medium textures and displacement effect.
Thanks so much for sharing that, its great to see that it works :)

Definitely not intuitive at all, would of never guessed this with the transform (Id previously tried dozens of times to get what you shared), so wondered what this setup is doing that makes it work (and why a ramp on its own doesnt)?

Simply trying to understand the reason for this to implement in other larger setups...is there some sort of reason here or literally just stretching out the ramp?

Cheers!

AW
This is the formula to sample the textures. But I think I can quickly add new mode to make it simpler

Code: Select all

                
                Float scl=0.01;
                Float z = iz*voxSize-0.5*boxSize.z+hSize;
                Float x = ix*voxSize-0.5*boxSize.x+hSize;
                Float y = iy*voxSize-0.5*boxSize.y+hSize;
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Kalua
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aoktar wrote:Small update(R3) is out for using!
Thanks for the update, Aoktar!
One question: shouldn't we be able to set up to 20 custom AOV in material's custom AOV tab? See attachment.
Regards,
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Screenshot 2021-12-01 103230.jpg
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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aoktar
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Kalua wrote:
aoktar wrote:Small update(R3) is out for using!
Thanks for the update, Aoktar!
One question: shouldn't we be able to set up to 20 custom AOV in material's custom AOV tab? See attachment.
Regards,
Yes, every part adjusted by hand. Seems like I missed that
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Kalua
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aoktar wrote:
Kalua wrote:
aoktar wrote:Small update(R3) is out for using!
Thanks for the update, Aoktar!
One question: shouldn't we be able to set up to 20 custom AOV in material's custom AOV tab? See attachment.
Regards,
Yes, every part adjusted by hand. Seems like I missed that
Thanks! I appreciate your updates!
Regards,
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aoktar
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@Divasoft, @AaronWestwood
I can give a build with new parameters in volume object for testing.
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Delizade
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"Fix: Crashes with texture SOLO mode"
it was like...
girlfriend: "I'm good now, sorry for all those troubles"

thank you god I mean thank you aoktar.
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divasoft
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aoktar wrote:@Divasoft, @AaronWestwood
I can give a build with new parameters in volume object for testing.
It would be great. I believe together we can make volumes great again)
I used layers and a transform node, after which I actually managed to get a smooth gradient. Indeed, it would have been impossible to guess this oneself.
I also found a small bug. If you use a transform node and edges feathering, then a strange "disappeared wall" effect occurs. You can see this in the screenshots and in the video I recorded.
Video https://yadi.sk/i/Hp1dtjM-ctmNsw

It would be great if volumes with a gradient worked this way by default, without additional manipulation. Because now the three of us know how volumes work correctly and a few more people who will read our messages here, and all the other thousands of people will be deprived of this pleasure and will never know how to use volumes together with a gradient correctly.
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1.jpg
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