Re: Version 2.14.0 - TEST
Posted: Sat Dec 27, 2014 6:49 pm
I've just noticed something weird. i a have an object which has emmison polygones. i used mograph to duplicate. see what happens with/without checking "render instances"
when you don`t use object tag, all objects will be collected a single mesh. but object tag exports all as individual meshes. but situation is different o render instances. they are always exported as individual meshes.sadece wrote:I've just noticed something weird. i a have an object which has emmison polygones. i used mograph to duplicate. see what happens with/without checking "render instances"
Thanks for the info.aoktar wrote:when you don`t use object tag, all objects will be collected a single mesh. but object tag exports all as individual meshes. but situation is different o render instances. they are always exported as individual meshes.sadece wrote:I've just noticed something weird. i a have an object which has emmison polygones. i used mograph to duplicate. see what happens with/without checking "render instances"
so what's the relationship for your problem?
emissions seems different due polygon area. on your first images, 3 objects are a part of big single mesh. check octane node graph to see what happens actually
i think so. Seems like that reflects same amount of illumination without accounting size. this explains why collected meshes don't casts the illumination for each boxes as a indivual mesh.sadece wrote: Thanks for the info.
Btw is it right behavior for the emmision materials are related to size of objects? Same emission material on a huge sphere and a tiny one, should the brightness be same ?
ok, will try to fix for 2.16atome451 wrote:About importing .ORBX materials from standalone (in LocalDB or not) or savings in the OctaneLive DB storage from C4D.
When you import complex nodes structure with cascading mix materials in .ORBX file format from the standalone or from materials made in C4D and saved in the OctaneLive DB storage, even if you rename the mix materials nodes in the standalone or in C4D, these are all named "Octane Mix Material" when imported back in C4D. With complex materials, it's sometimes time consuming to find the right final mix material to connect to the object(s).
Aoktar, do you think it's possible to restore the name of the mix material nodes from the .ORBX file in the C4D material manager? It could be wonderfull!