Please feedback for latest R19-SP2 and render passes. Saving of render passes works again with latest Service Pack?
https://www.maxon.net/en/news/maxon-new ... mmediately
Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017
Moderators: ChrisHekman, aoktar
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
- itsallgoode9
- Posts: 894
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yeah, except that I would be in contact with my client during those two months that I worked on the animation. especially if the proposed delivery date is looking to be missed.Terryvfx wrote:@aggiechase37
I think you completely nail it, I always hear my friend ranting about Octane and people on Facebook and it's like they don't get that software development takes time, one could spend 3 months working on a silly animation but if a dev spend 2 months without a word suddenly they haven't been working at all.
I'm sorry but when a company (OTOY) gives roadmaps in public presentations, whose soul purpose is to ensure customers and investors stay interested and continue giving them money, they need to be held accountable when they don't deliver on timelines/features.
It's a business thing not an "oh cut them a break, they're working hard" thing. When i'm paying them money for things they promised, there is not much sympathy from me. sorry but the onus is on them for over-promising timelines.
Did a quick test with shadows and lights and it now seems to be working fine. Also made .exrs and id layer renders at the same time.aoktar wrote:Please feedback for latest R19-SP2 and render passes. Saving of render passes works again with latest Service Pack?
Thank you, aoktar.
But this is a FREE update and they were perfectly clear that things that they promised will be coming out DURING THE V3 RELEASE CYCLE and that all of those features will certainly NOT be available on day one of the first 3.0 release. And they as any of us can't predict the future and new GPU architecture problems on all three OS platforms for users in vastly different production environments and with vastly different requirements using different drivers and different versions of software. And when I say users I mean THOUSANDS of users and not just a handful of them that are active on the forum and in the Facebook group.itsallgoode9 wrote: It's a business thing not an "oh cut them a break, they're working hard" thing. When i'm paying them money for things they promised, there is not much sympathy from me. sorry but the onus is on them for over-promising timelines.
They certainly do try to predict the future as best as they can when users force them. But to hold them and only them accountable for all the world problems AND also drawing conclusions and assumptions at the same time is not fair IMO.
I did my share of yelling at Otoy while most of the new guys here were "wearing diapers" and many others did too! And I can tell you that yelling never managed to magically reduce the amount of work that devs needed to do. It never managed to remove the unexpected issues from Windows updates. It never made the differences between Osx and Windows magically go away. It only created this stupid "tradition" of blaming Otoy for something just to get to talk with someone "officialy" because you don't get that from Autodesk or Adobe etc. As soon as devs start to ask real questions all arguments are gone. Everyone goes "great, wooohoo, cool, thanks" and they runaway, and then nothing happens. Meanwhile the REAL ACTUAL issues are never discussed properly, professionally and in a civilized manner with example scenes.
That windowbox Osl shader post in the first 3.08 thread WAS ACTUALLY A BUG REPORT.
That's how you yell at Otoy. Throw solutions at them, not problems.
Regards
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
Hi,
My question has never been replied... Could you have a look at this problem, please? Thanks a lot !
My question has never been replied... Could you have a look at this problem, please? Thanks a lot !
tegatwork wrote:Hi all,
I'm facing an issue with network rendering : everything is ok but the picture ... the part of the picture rendered by the slave is different, as you can see on link below.
Both PCs are running Win10, C4D R19, Octane 3.08.
Master : 2*980ti + 1*1080
Slave : 1*980ti + 1*1060
Any clue?
Switch off 'Minimize Net Traffic' in Kernel Settingstegatwork wrote:Hi,
My question has never been replied... Could you have a look at this problem, please? Thanks a lot !
tegatwork wrote:Hi all,
I'm facing an issue with network rendering : everything is ok but the picture ... the part of the picture rendered by the slave is different, as you can see on link below.
Both PCs are running Win10, C4D R19, Octane 3.08.
Master : 2*980ti + 1*1080
Slave : 1*980ti + 1*1060
Any clue?
Master: WIN 10 64bit, i7 4930 4,5 Ghz, 64 GB RAM, 1600 W PSU, 1 TB SSD, 14 TB RAID, 2 x RTX 3090
Just checking out the new metal material in 3.08 and I'm curious about how I might go about doing something similar to what I have been doing with the glossy material. I am trying to reproduce an effect I would use with the glossy material Index at 8, Diffuse set to black, and a color image input into the specular channel. I can't seem to reproduce this effect with the new metal material because the color map in the specular channel seems to act very different. Is this a bug or is there a different way to go about this same idea with the new material and keep the colors accurate?
Hi Ibycus,Ibycus wrote:Just checking out the new metal material in 3.08 and I'm curious about how I might go about doing something similar to what I have been doing with the glossy material. I am trying to reproduce an effect I would use with the glossy material Index at 8, Diffuse set to black, and a color image input into the specular channel. I can't seem to reproduce this effect with the new metal material because the color map in the specular channel seems to act very different. Is this a bug or is there a different way to go about this same idea with the new material and keep the colors accurate?
the new Metal material behaves differently from the Glossy material, and when a complex IOR is set up, the metallic color will get scaled so the brightness matches the Fresnell falloff for that IOR.
So you need to set at 0 the n value, and reduce the power of the Specular image to match the effect that you have with Glossy material and Index 8: ciao beppe
Awesome, thanks!bepeg4d wrote: Hi Ibycus,
the new Metal material behaves differently from the Glossy material, and when a complex IOR is set up, the metallic color will get scaled so the brightness matches the Fresnell falloff for that IOR.
So you need to set at 0 the n value, and reduce the power of the Specular image to match the effect that you have with Glossy material and Index 8:
ciao beppe