Here is a screen cast regarding the scaling issue I was referring to in my previous post.
inlife
Re: Testing Beta 0.9x (SDK 1.20)
Posted: Wed Nov 13, 2013 2:20 pm
by dinf
... "stoprays at samplevalue x" tag ...
It would be yet a rendertime saver to be able to animate the scene wide sample counts if that tag couldn't be realised in time.
Also, as mentioned earlier, I would appreciate an info-overlay that is able to adapt the C4D font sizes. The overlay looks very good to my, but right now, with a font size of 16 the layout is completely shifted. That does not increase the readability of the info-overlay.
Greets & thanks.
Re: Testing Beta 0.9x (SDK 1.20)
Posted: Wed Nov 13, 2013 2:26 pm
by aoktar
djart: if i understand right that this is a optimization for Octane Core, not plugin. dinf: to scale the info boxes is not easy, best is to fix the size of font. inlifethrill: can't see your video
Re: Testing Beta 0.9x (SDK 1.20)
Posted: Wed Nov 13, 2013 2:53 pm
by inlifethrill
Sorry about that. Just updated the link.
Re: Testing Beta 0.9x (SDK 1.20)
Posted: Wed Nov 13, 2013 3:14 pm
by dinf
aoktar wrote:dinf: to scale the info boxes is not easy, best is to fix the size of font.
I can't change the font if I don't want to wear glasses for using Octane
What do you think about animating the max samples value? Since scenes are sometimes uploaded completely, would this be possible?
I found another issue these days: when doing game content without using Octane, like exporting 3DS objects, there is always the hidden "myoctanesettings" as a polygonobject in the 3DS file. This causes ingame crashes or prohibits the game engine from loading or working. The only workaround I have in this case is to deactivate Octane, using plugin boss for that. Is it possible to deactivate this objcet only when working with non-Octane scenes?
Re: Testing Beta 0.9x (SDK 1.20)
Posted: Wed Nov 13, 2013 3:38 pm
by aoktar
inlifethrill:
i saw it, sure needs a fix for that
dinf:
is it for unity? I'll look for fixes if we need
check this page for a code to delete this object
No, Trackmania so I can't do anything inside the engine like in Unity. Thanks for the coffee script, I'PP try it
For maxsamples look this:
maxsmp.jpg
Oh, what? Great This is new to the 0.9x generation, right? I think I looked at an older version where these rendersettings are not included. Got a bit confused by different versions now ^^
Re: Testing Beta 0.9x (SDK 1.20)
Posted: Wed Nov 13, 2013 9:28 pm
by aoktar
dinf wrote:
aoktar wrote:dinf:
is it for unity?
No, Trackmania so I can't do anything inside the engine like in Unity. Thanks for the coffee script, I'PP try it
For maxsamples look this:
maxsmp.jpg
Oh, what? Great This is new to the 0.9x generation, right? I think I looked at an older version where these rendersettings are not included. Got a bit confused by different versions now ^^
Yes it's on 0.9x series. i'm getting close to final release.
And look this video for liveDB
[vimeo]http://www.vimeo.com/79335989[/vimeo]
Re: Testing Beta 0.9x (SDK 1.20)
Posted: Thu Nov 14, 2013 11:43 am
by atome451
atome451 wrote:Hi,
I've found another issue with Hair.
The plugin is able to render Hair (as polygonal) since the first version i think but now it render only the number of guides, not the number of hair. I'm almost sure it wasn't the case before. Hope this wil help you.
EDIT : I work with C4D R14.
Sorry, I've understood my mistake. I obtained this result with a Hair object applied directly on a plane (not edited, without selection of polygones). This doesn't work with Octane.
A hair object with selection of polygones works as usual with Octane.
Sorry again.
Re: Testing Beta 0.9x (SDK 1.20)
Posted: Fri Nov 15, 2013 12:30 pm
by aoktar
Hi,
a video for TeamRender support of R15. It seems smoothly working