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Re: Beta 0.72 (SDK 1.20)

Posted: Mon Aug 12, 2013 2:51 pm
by aoktar
aoktar wrote:
cbmotion wrote:sorry its me again - just saw a video with the 1.2 satnd alone
there is this background image icon - to put a flat image in the background -
is it in your plugin too?
this feature is not embedded to sdk, but we have a uncompleted support. Put a standart material with png/tif/tga image to background/foreground object and start live viewer

Re: Beta 0.72 (SDK 1.20)

Posted: Mon Aug 12, 2013 3:05 pm
by cbmotion
thank you - with alpha chanel on it works fine ;-)

Re: Beta 0.72 (SDK 1.20)

Posted: Mon Aug 12, 2013 3:09 pm
by dinf
Background with alpha?

Re: Beta 0.72 (SDK 1.20)

Posted: Mon Aug 12, 2013 3:50 pm
by mate
ha, so when I put a standard cinema 4d material on the background object, nothing happens, but when I put it on a foreground object, it will render just the texture, nothing else. not that useful ;)

Re: Beta 0.72 (SDK 1.20)

Posted: Mon Aug 12, 2013 4:49 pm
by aoktar
mate wrote:ha, so when I put a standard cinema 4d material on the background object, nothing happens, but when I put it on a foreground object, it will render just the texture, nothing else. not that useful ;)
if you don't select alpha channels on kernels you cannot see backgroud.
This feature is not support realtime scaling and only has 8 bit output actually. I'm thinking to add back/foreground section to render settings. I hope that will be better control for that

Re: Beta 0.72 (SDK 1.20)

Posted: Mon Aug 12, 2013 6:44 pm
by Iksmada
Hey Aoktar,

Firstly thanks for your continued improvements to the C4D plugin.

If you have a second, I have a quick question.

Using Octane, is there a good way to manage lights which are in Cloner objects?

For example, if I have 12 ceiling lights contained within a single cloner, it works fine if I create a material and use Blackbody Emission, then control the power within the Emission tab.

However, if I have many different lights made up of different cloners in a scene, the only way I can see to manage this via xpresso is to assign the octane light tag to the object as I can then control the power via xpresso.

However, this doesn't seem to work on cloners (no light renders) - I have to make the cloners editable, and assign the octane light tag to each light individually once the cloner is made editable, which defeats the purpose of using xpresso to control the lights in a convenient way.

I hope this makes sense, I would be happy to send you a scene file if this would help illustrate the problem.

I just need a good way to control different octane lights which are in different cloners, via xpresso.

Thanks!

Re: Beta 0.72 (SDK 1.20)

Posted: Mon Aug 12, 2013 7:42 pm
by aoktar
thanks iksmada. I didn't test it with xpresso. please let me doing some tryouts. I can detect if we have wrong way on iteration on lights or something.

Re: Beta 0.72 (SDK 1.20)

Posted: Tue Aug 13, 2013 6:11 am
by dinf
Iksmada wrote:However, if I have many different lights made up of different cloners in a scene, the only way I can see to manage this via xpresso is to assign the octane light tag to the object as I can then control the power via xpresso.

However, this doesn't seem to work on cloners (no light renders) - I have to make the cloners editable, and assign the octane light tag to each light individually once the cloner is made editable, which defeats the purpose of using xpresso to control the lights in a convenient way.
Sorry for the interference. Because I need something similar in an actual project I tried three cloners with six octane area lights. They can be controlled by xpresso but I think that probably isn't what you are loking for.

@Ahmet what I'm wondering about: first, the cloner often produce a 7th light in the scene at the center like in scene opening. Move around the camera a bit and update geo, sometimes they disappear and then they appear again. Second, there is always a diffuse lighting in a scene, even if it is blocked by a black sphere, even if all lights are deleted. What is this about?

Re: Beta 0.72 (SDK 1.20)

Posted: Tue Aug 13, 2013 9:14 am
by aoktar
Iksmada: I have checked light structure. They must be work with any script.
i need your scene, maybe we can found a proper method to adjust light parameters.

Dinf: Your scene is not related with problem. Because problem is related with tweaking each cloned elemnt parameters with scripting.
For black environment lighting, you can create octane texture environment with zero power.

Re: Beta 0.72 (SDK 1.20)

Posted: Tue Aug 13, 2013 9:40 am
by dinf
aoktar wrote:Dinf: Your scene is not related with problem. Because problem is related with tweaking each cloned elemnt parameters with scripting.
Yes, I guessed it.
For black environment lighting, you can create octane texture environment with zero power.
Thanks alot, works well.

And do you know why the cloners sometimes prroduce an extra light wich isn't there?