Cinema4D version 2022.1.1-R6 (Obsolete stable) 08.07.2023
Moderators: ChrisHekman, aoktar
I don't remember if this was before but connecting 16-32 bit HDR image to color correction node cause that this image loses its bits depth. Jittered color correction and Image adjustments nodes works fine with HDR.
Architectural Visualizations http://www.archviz-4d.studio
Yes. It crashes hen you reload he scene.SSmolak wrote:Hi, scene attached. You need to drag SDF object to Shape Input in Field Texture also link it in Transform Node too to match position.Kalua wrote: Hi, SSmolak
Would you mind sharing the setup on how to make this "Field shape node" to work? Have been trying to make it work with no success.
Regards,
If you use restart render in Octane LV - it will crash.
Other than tha if looks great.
THanks again for sharing!
C4D 2025.1.1 Octane 2025.2.1 v1.5.1, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 552.22
https://www.behance.net/PaperArchitect
https://www.behance.net/PaperArchitect
That's the why I didn't want to release it. But I done it because of several times that's asked. Some types of implementations like this are challenging.Kalua wrote:Yes. It crashes hen you reload he scene.SSmolak wrote:Hi, scene attached. You need to drag SDF object to Shape Input in Field Texture also link it in Transform Node too to match position.Kalua wrote: Hi, SSmolak
Would you mind sharing the setup on how to make this "Field shape node" to work? Have been trying to make it work with no success.
Regards,
If you use restart render in Octane LV - it will crash.
Other than tha if looks great.
THanks again for sharing!
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
We have a saying here, "Damned if you do, damned if you don't."aoktar wrote: That's the why I didn't want to release it. But I done it because of several times that's asked. Some types of implementations like this are challenging.
Regardless, we all appreciate your outstanding efforts, Ahmet.
Animation Technical Director - Washington DC
Is that a standalone thing? should i ask in their forum? thanksanklove wrote:Hello there! Any chance to solve this issue? If i have object with transparency inside of a VDB volume i can clearly see the mesh boundaries.
It seems, that when I activate motion blur in the active camera, the perspective correction gets deactivated although it is still checked in the camera tag as on.
When you disable and enable motionblur again the perspective correction works as intended with motion blur shown in the Live Viewer.But as soon as you change something in the scene and it refreshes the perspective correction gets dropped again and I have to deactivate/activate the motion blur again to get also the perspective correction right. It's an okay-ish workaround for the live viewer preview.
But as soon as I send the final render to the picture viewer the motion blur is active but the perspective correction isn't anymore rendering all passes and beauty without perspective ocrrection, and I don't know how to workaround that issue when I want to got the final render with all the passes including Motion Blur and perspective correction. Can somebody check it if it is just me, or if that is an new occuring issue?
Thank you!
When you disable and enable motionblur again the perspective correction works as intended with motion blur shown in the Live Viewer.But as soon as you change something in the scene and it refreshes the perspective correction gets dropped again and I have to deactivate/activate the motion blur again to get also the perspective correction right. It's an okay-ish workaround for the live viewer preview.
But as soon as I send the final render to the picture viewer the motion blur is active but the perspective correction isn't anymore rendering all passes and beauty without perspective ocrrection, and I don't know how to workaround that issue when I want to got the final render with all the passes including Motion Blur and perspective correction. Can somebody check it if it is just me, or if that is an new occuring issue?
Thank you!
Update to the Motion Blur/Perspective Correction issue.
I discovered, that if I check "Disable Camera M.blur" in the Camera tag on, it behaves as it should. Perspective correction and Motion Blur working together and activating Motion Blur doesn't deactivate the perspective correction. But without "Disable Camera M.blur" ticked the perspective correction doesn't work, although it is activated.
Is that supposed to work like this?
I discovered, that if I check "Disable Camera M.blur" in the Camera tag on, it behaves as it should. Perspective correction and Motion Blur working together and activating Motion Blur doesn't deactivate the perspective correction. But without "Disable Camera M.blur" ticked the perspective correction doesn't work, although it is activated.
Is that supposed to work like this?
Hi,thanulee wrote:Is that a standalone thing? should i ask in their forum? thanksanklove wrote:Hello there! Any chance to solve this issue? If i have object with transparency inside of a VDB volume i can clearly see the mesh boundaries.
yes, it is Standalone/SDK related, but, have you tried to reduce the Volume step length value? ciao,
Beppe
Hey Beppe,bepeg4d wrote:Hi,thanulee wrote:Is that a standalone thing? should i ask in their forum? thanksanklove wrote:Hello there! Any chance to solve this issue? If i have object with transparency inside of a VDB volume i can clearly see the mesh boundaries.
yes, it is Standalone/SDK related, but, have you tried to reduce the Volume step length value? ciao,
Beppe
Yes, thank you. Thing is render times increase no reason with lower voxel count. Would be great if this was solved in a different way. Cheers!
Yes, more precision = higher render time.
The fact is that OctaneRender can better handle cutout geometry then Alpha planes.
ciao,
Beppe
The fact is that OctaneRender can better handle cutout geometry then Alpha planes.
ciao,
Beppe