Version 2.24.2-TEST6 - Test only

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Phantom107
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I take customer support very seriously, I do want this to work in C4D. It's not too much of a hassle for me to make a new function in Phantom Scatter that applies a scaling factor to the output. Then you can just set the correct scale factor in the Phantom Scatter UI once, and never worry about it again. ;)

I'll work on an internal Phantom Scatter test release with Fuchsundvogel and publish that as soon as it works.
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aoktar
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fuchsundvogel wrote:i tried it also what happens when i change the c4d units to meter. but that didn't´t help. maybe you can add a scaling value to the interface ?
yes, propably i'll add.
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Domenicozzo
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great, Ahmet! Please don't kill me but where can I find the Scatter object?

thank you,
Domenico
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fuchsundvogel
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you find it in the pluginsmenu
garytyler
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Does this updated particle support by chance provide a way to get octane motion blur on x-particles skinner fluid meshs? Any chance Octane 3 will support this?
Win 8.1 / C4D R16 / Maya '16 / 5x GTX 980 Ti
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aoktar
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Hi all,
i have updated to TEST3. Enjoy it.

Best,
Ahmet
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Gumz
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Cool! :D
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eyeonestudio
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COOL.... THANKS... :D

What is "Scatter Object" icon file name?
"Scatter Object" have no icon... ;)
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useruser
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great! :)
thanks ahment! i am really looking forward for the scatter-improvements. even in its current state scatter is just awesome!. a few more functions, a bit polishing UI and we have a fantastic carbon scatter replacement (IMO)
cheers!
Workstation: Win 10 PRO 64 bit, 3,4 GHZ ,6-cores, 64 GB RAM , 4x RTX 2080 Ti
1. RenderSlave: Win 10 Pro 64 bit , 3x GTX 980Ti
2. RenderSlave: Win 10 Pro 64 bit 2x GTX 980 Ti
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aoktar
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useruser wrote:great! :)
thanks ahment! i am really looking forward for the scatter-improvements. even in its current state scatter is just awesome!. a few more functions, a bit polishing UI and we have a fantastic carbon scatter replacement (IMO)
cheers!
Thanks.
Btw someone warned about a problem on unused material detections. Some materials lost when used on render instances and hidden from renderer. It occurs on anim renderings. I'll try to do a qucik fix it and rename it as TEST 3.1
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