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Re: New version 1.18a (SDK 1.33) *** 26.02.2014***
Posted: Sat Mar 01, 2014 11:47 am
by Malaurny
Rudi wrote:Malaurny wrote:@ aoctar: Good news, Carbon Scatter works great with v1.18b Excellent job, thank you.
That's true but anyway not not, Malaurny.
CS2_fail.jpg
Hi Rudi,
It's working for me on R15 with v1.18b
https://www.dropbox.com/s/rf0ya67icufxh ... 5_1.18.jpg
Re: New version 1.18a (SDK 1.33) *** 26.02.2014***
Posted: Sat Mar 01, 2014 3:23 pm
by Rudi
aoktar wrote:Rudi wrote:Malaurny wrote:@ aoctar: Good news, Carbon Scatter works great with v1.18b Excellent job, thank you.
That's true but anyway not not, Malaurny.
The attachment CS2_fail.jpg is no longer available
i have tested on r13. it was working, can you try a few more plants?
It has changed nothing at all. The copies are still without color and the Alphachannel it is not evaluated.
The originals are okay if one switches of alpha to Float.
Re: New version 1.18a (SDK 1.33) *** 26.02.2014***
Posted: Sat Mar 01, 2014 3:26 pm
by Rudi
erase please
Re: New version 1.18a (SDK 1.33) *** 26.02.2014***
Posted: Sat Mar 01, 2014 4:40 pm
by Rudi
It goes, nevertheless .
I had the wrong version.
With 1.18b gehts not, but with 1.18b_test everything functions.
Also alpha if one regulates power on zero.
Thanks aoktar and excuse for the misunderstanding.
Re: New version 1.18a (SDK 1.33) *** 26.02.2014***
Posted: Sun Mar 02, 2014 6:24 pm
by Rudi
aoktar wrote:mattfrodsham wrote:Hi Aoktar, 'tex' folder subfolders do not work in this release either, is this something that could possibly be (re?)introduced soon?
Hi,
i'm trying to fix it. Also i hope that CarbonScatter is working. File has a new manul, it's still missing
Someone can try this for R14/R15?
http://render.otoy.com/customerdownload ... -test1.zip
New problem.
With 118b-test1 goes Carbon Scatter models.
But xfroq does not go at all.: (
No counter has an effect. Only this is to be seen always how it looks in the picture.
Re: New version 1.18a (SDK 1.33) *** 26.02.2014***
Posted: Sun Mar 02, 2014 6:42 pm
by aoktar
Rudi,
where the EU32ned2.tif is placed?
Re: New version 1.18a (SDK 1.33) *** 26.02.2014***
Posted: Sun Mar 02, 2014 6:53 pm
by Rudi
aoktar wrote:Rudi,
where the EU32ned2.tif is placed?
Oh man,
why the paths have suddenly been extinguished in octane Render? This was the problem. The paths were away everything.
Now it goes.

Re: New version 1.18a (SDK 1.33) *** 26.02.2014***
Posted: Sun Mar 02, 2014 7:17 pm
by aoktar
Rudi wrote:aoktar wrote:Rudi,
where the EU32ned2.tif is placed?
Oh man,
why the paths have suddenly been extinguished in octane Render? This was the problem. The paths were away everything.
Now it goes.

what are you meaning? filenames has been changed to relative or is there a problem with texture paths?
Re: New version 1.18a (SDK 1.33) *** 26.02.2014***
Posted: Sun Mar 02, 2014 7:56 pm
by Rudi
aoktar wrote:Rudi wrote:aoktar wrote:Rudi,
where the EU32ned2.tif is placed?
Oh man,
why the paths have suddenly been extinguished in octane Render? This was the problem. The paths were away everything.
Now it goes.

what are you meaning? filenames has been changed to relative or is there a problem with texture paths?
The Texture path was wrong.
Since no more there. Why also always.
I Had to log in I the day before yesterday anew on the octane Render server. Why also this always.

Re: New version 1.18a (SDK 1.33) *** 26.02.2014***
Posted: Sun Mar 02, 2014 9:34 pm
by Silverwing
Hi Aoktar,
I´m back from the dead after 3 month of work on a project where I was not able to use octane.
I noticed a thing with the 1.18 SDK 1.33
If you scale the scene:
For example setting the Project scale from Centimeters to Millimeters in the Project settings (Crtl + D)
If you have Arealights (Lights with an Octane Light Tag) in your scene. They are not scaled with the scene!
So in the example of the Scene scaled from Centimeters to Millimeters the Lights are to big by a factor of 10.
Cheers,
Raphael