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Re: Version 3.03.1-R1 (12.07.2016)
Posted: Fri Jul 15, 2016 4:15 pm
by aoktar
Ron wrote:Hi Ahmet,
just a small issue regarding live viewer: in the prevoius versions the render info was greyed out after stopping the render. Now it keeps beiing white.
I found this pretty comfortable because it indicated that rendering has stopped and cards went into idle mode.
Possible to get this again?
Ron
I did lot of changes. Don't know and didn't notified that.
Re: Version 3.03.2-R1 (15.07.2016)
Posted: Fri Jul 15, 2016 4:16 pm
by aoktar
I've uploaded 3.03.2 build for Windows. Macos is not possible atm. Could someone try that?
Re: Version 3.03.2-R1 (15.07.2016)
Posted: Sat Jul 16, 2016 11:26 am
by KeeWe
Aoktar, just a quick question (not worth making a new thread about it)
Would it be possible to change the priority on the fly even while rendering? Maybe taking affect with the next frame if it is not possible at the current frame. I've noticed that even if you are restarting the rendering the changed priority is nopt alyways recognized. Then you have to restart Cinema 4D to gor from low thi high for example. It's not a big deal when you are running a GPU monitoring program, but still... it would be pretty nice to change the priority while rendering.
Re: Version 3.03.2-R1 (15.07.2016)
Posted: Sat Jul 16, 2016 8:24 pm
by fatfreemedia
Stability feels good, really appreciate the speed boost when working with complex models.
Re: Version 3.03.1-R1 (12.07.2016)
Posted: Sun Jul 17, 2016 4:46 pm
by momade
iDani wrote:Okay, thank you Aoktar.
Now its working, i have to delete some files "otoy_credentials" "license.backup" from the %appdata% folder.
Great. thanks. I was also caught in this way. Deleted the files mentioned and was good to go. Thanks for the share.
Re: Version 3.03.2-R1 (15.07.2016)
Posted: Mon Jul 18, 2016 8:28 am
by momade
Hey Aoktar.
This is getting better and better. Thanks!
Here my question: When rendering a Hardware preview of my animation, it does not show the openGL textures as seen in the ViewPort. Any idea whats going on?
Best regards.
Moritz
Re: Version 3.03.1-R1 (12.07.2016)
Posted: Mon Jul 18, 2016 12:24 pm
by KonstantinosD
KonstantinosD wrote:Hi Ahmet,
In the latest version, light visibility and object visibility is not working if the camera is behind a glass. If you put the a glass window in front of the camera then any light or object can not be hiden from the camera. Is this a bug or a limitation ? I don't remember if it was the case before.
Thanx for your work!
Hi, I'll try to explain better:
If I have an object and a light behind glass (pic 1) I can see them. If i disable camera visibility on the object and the light, I can still see them behind glass (pic 2) that shouldn't happen I think.
pic1

pic2
Re: Version 3.03.1-R1 (12.07.2016)
Posted: Mon Jul 18, 2016 1:53 pm
by brasco
KonstantinosD wrote:Hi Ahmet,
In the latest version, light visibility and object visibility is not working if the camera is behind a glass. If you put the a glass window in front of the camera then any light or object can not be hiden from the camera. Is this a bug or a limitation ? I don't remember if it was the case before.
This has always been the case, the way Octane works you can't remove specific stuff from traced refraction / reflections, it's either on or off. I think Otoy are aware that we'd like that ability to control reflections more, but I'm not sure how high on the agenda it is.
cheers
brasc
Re: Version 3.03.1-R1 (12.07.2016)
Posted: Mon Jul 18, 2016 10:49 pm
by aoktar
KonstantinosD wrote:KonstantinosD wrote:Hi Ahmet,
In the latest version, light visibility and object visibility is not working if the camera is behind a glass. If you put the a glass window in front of the camera then any light or object can not be hiden from the camera. Is this a bug or a limitation ? I don't remember if it was the case before.
Thanx for your work!
Hi, I'll try to explain better:
If I have an object and a light behind glass (pic 1) I can see them. If i disable camera visibility on the object and the light, I can still see them behind glass (pic 2) that shouldn't happen I think.
[/attachment]
This is expected results. Because here camera visibility disabled and this is for hiding the first rays from camera. I think you can use "general visibility". It hides the geometry but keep illumination.
Re: Version 3.03.2-R1 (15.07.2016)
Posted: Mon Jul 18, 2016 11:11 pm
by aoktar
KeeWe wrote:Aoktar, just a quick question (not worth making a new thread about it)
Would it be possible to change the priority on the fly even while rendering? Maybe taking affect with the next frame if it is not possible at the current frame. I've noticed that even if you are restarting the rendering the changed priority is nopt alyways recognized. Then you have to restart Cinema 4D to gor from low thi high for example. It's not a big deal when you are running a GPU monitoring program, but still... it would be pretty nice to change the priority while rendering.
Maybe i can add some parameters for that in render settings. I'll need to test it.