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Re: Beta 0.3.4 released (Actual version)

Posted: Wed Apr 17, 2013 2:45 pm
by aoktar
p3taoctane wrote:Nope... that did not do it either...

I have uninstalled Cinema and reinstalled it fresh and then put Octane plug stuff in fresh too...

I have a feeling it is user error as I do not see anyone else with a similar prob... just can' think what I might be doing wrong.


Peter
did you check this links? Also remove other plugins if there is.
https://vimeo.com/62361926
http://render.otoy.com/manuals/Cinema4D/?page_id=22

Re: Beta 0.3.4 released (Actual version)

Posted: Wed Apr 17, 2013 2:55 pm
by p3taoctane
Im a dick head.. yep... the shoe fits... I made it WAY too complicated for myself... instead of just dragging the whole fdr liek the video showed I went into I know better and started unpacking stuff myself...

MY BAD

Thanks... I'm rolling.... a rolling dick head : > )

Re: Beta 0.3.4 released (Actual version)

Posted: Wed Apr 17, 2013 4:54 pm
by bepeg4d
LOL peter don't be so hard with yourself, now that the troubles are gone, it' time to play ;)
happy rendering :)
ciao beppe

Re: Beta 0.3.4 released (Actual version)

Posted: Sun Apr 21, 2013 6:50 pm
by Druzic
First off, great work on the plug in so far... Very impressive.

However, due to the limitations of the current beta version, is there a way to run the non-integrated plug-in concurrently as an alternative solution? It would be great if you could use all the modeling utilities of the new plug-in, save the C4D file, then close the integrated plug and send the file with camera to the standalone version for the final material work and output with the non-integrated plug-in.

I am sure I am not alone in having to revert to the older plugin because of material integration limitations.

Re: Beta 0.3.4 released (Actual version)

Posted: Sun Apr 21, 2013 7:48 pm
by aoktar
Druzic wrote:First off, great work on the plug in so far... Very impressive.

However, due to the limitations of the current beta version, is there a way to run the non-integrated plug-in concurrently as an alternative solution? It would be great if you could use all the modeling utilities of the new plug-in, save the C4D file, then close the integrated plug and send the file with camera to the standalone version for the final material work and output with the non-integrated plug-in.

I am sure I am not alone in having to revert to the older plugin because of material integration limitations.
which limitations which are disturbing to you?

Re: Beta 0.3.4 released (Actual version)

Posted: Sun Apr 21, 2013 8:34 pm
by Druzic
The image to texture is the the biggest, but also the inability to load macros locally. My set-ups use C4D backgounds and aligned image-textured planes as backplates. I use the composite tag to balance the backplate , HDR sky and meshes for render.

Also... the node graph is helpful as separate control of the lighting between the bplate and meshes. ( I know you are working on that... thank you :)

Re: Beta 0.3.4 released (Actual version)

Posted: Sun Apr 21, 2013 8:55 pm
by aoktar
Druzic wrote:The image to texture is the the biggest, but also the inability to load macros locally. My set-ups use C4D backgounds and aligned image-textured planes as backplates. I use the composite tag to balance the backplate , HDR sky and meshes for render.

Also... the node graph is helpful as separate control of the lighting between the bplate and meshes. ( I know you are working on that... thank you :)

"the node graph is helpful as separate control of the lighting between the bplate and meshes. "
How can you control?

Re: Beta 0.3.4 released (Actual version)

Posted: Sun Apr 21, 2013 9:57 pm
by Druzic
Well, its not the actual lighting per se... I use the texture emission material node to tweak the balance between the target mesh and bplate. Works pretty good to assist with light influenced color matching. But the HDRi is usually my primary light source.

Still trying to figure a more efficient way to use this method with the shadow catcher... I would be glad to exchange ideas via PM if you like.

Re: Beta 0.3.4 released (Actual version)

Posted: Sun Apr 21, 2013 10:45 pm
by aoktar
Druzic wrote:Well, its not the actual lighting per se... I use the texture emission material node to tweak the balance between the target mesh and bplate. Works pretty good to assist with light influenced color matching. But the HDRi is usually my primary light source.

Still trying to figure a more efficient way to use this method with the shadow catcher... I would be glad to exchange ideas via PM if you like.
can you show me sample to provide me understand workflow?

Re: Beta 0.3.4 released (Actual version)

Posted: Sun Apr 21, 2013 11:32 pm
by Druzic
I can do it privately to help with development. Its kinda a trade secret right now...
Also, is there a way to work with alpha channel masked materials in the current version? Seems like I'm missing something...

Just PM me and I will explain further.