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Re: Version 2.06.0 - (04.09.14)
Posted: Fri Sep 05, 2014 3:27 pm
by creatorz
Hello,
Node is blocking Cinema after connecting some texture, but anyway thanks Aoktar for hard work!:)
Re: Version 2.06.0 - (04.09.14)
Posted: Fri Sep 05, 2014 3:33 pm
by aoktar
creatorz wrote:Hello,
Node is blocking Cinema after connecting some texture, but anyway thanks Aoktar for hard work!:)
yes possible, still have some crashes. But my advice to work after sending the scene to Live Viewer. Otherwise previews can crash
Re: Version 2.06.0 - (04.09.14)
Posted: Fri Sep 05, 2014 5:28 pm
by connartist
I know its a little early to be asking this, but have you already mentioned when you think R16 will get support? Thanks!
Re: Version 2.06.0 - (04.09.14)
Posted: Fri Sep 05, 2014 9:47 pm
by aoktar
connartist wrote:I know its a little early to be asking this, but have you already mentioned when you think R16 will get support? Thanks!
R15 version should work. Only copy it
Re: Version 2.06.0 - (04.09.14)
Posted: Sat Sep 06, 2014 10:58 am
by miohn
Hi Ahmet,
the Node Editor is really fantastic!
No problems so far. I know its a test version and you
are still working on that, but anyway I want to add
some small suggestions/wishes.
What would really really helpfull would be
"blend-modes" (multiply, screen, add, darken, overlay etc.)
for the mix-texture and mix-material.
Also (you already said that it has to come from otoy) "saturation"
and "hue" in color-correction or a filter node.
And "Ctrl"-move to copy nodes.
Finally working with materials has become much much clearer and
comfortable now, especially when working with lots of mix-textures!
Bravo and thanks much for your work!
Mike
Re: Version 2.06.0 - (04.09.14)
Posted: Sat Sep 06, 2014 11:42 am
by aoktar
Hi Mike,
thanks first. I really loved the editor, agree with you.
Btw, filter request which can be done by Octane team. As saturation, etc... I hope they hear this.
I'm going to add more nodes and functionality soon. Even ctrl+mouse to copy nodes. Ex. directly dropping to LV. Please keep up to share your ideas
Re: Version 2.06.0 - (04.09.14)
Posted: Sat Sep 06, 2014 1:29 pm
by cbmotion
Hi - wow and wow - it runs smother and smother - nearly no crashes any more
but i often must change material from imported Daz people so i use some futher imports material (hair and Eylashes aso)
but in the two last versions i can not replace a material by drag and drop the new one on the old one. it doesnt work any more ;-(
did you heard of the problem before - or do i an fault by the way i do it?
or it is WIP?
cheers
carsten
Re: Version 2.06.0 - (04.09.14)
Posted: Sat Sep 06, 2014 2:04 pm
by aoktar
cbmotion wrote:Hi - wow and wow - it runs smother and smother - nearly no crashes any more
but i often must change material from imported Daz people so i use some futher imports material (hair and Eylashes aso)
but in the two last versions i can not replace a material by drag and drop the new one on the old one. it doesnt work any more ;-(
did you heard of the problem before - or do i an fault by the way i do it?
or it is WIP?
cheers
carsten
can you explain little bit more? where/to drag/dropping?
Re: Version 2.06.0 - (04.09.14)
Posted: Sat Sep 06, 2014 6:41 pm
by indexofrefraction
hm i guess everyone likes the nodes..
but i must say i m not sure that this is a good way for c4doctane.
for me, the point of porting a renderer into a host application is to be able to use it with workflows that are native in the host application, not to port workflows from the standalone to the host application. the standalone with its nodes is fine for small projects. many people like it, it looks fun, is intuitive etc. but as soon as you go into complex work, files with thousends of objects and loads of lights and materials, the nodes are not a good system anymore. here cinema4d with its organisation is way better.
one might say, why not have both and maybe thats true. i just really hope all whats possible by nodes in future is also supported by the standard c4d means… in other words i'd hate if we loose functionalities like the possibility of scripting all the values with python for example, because priorities shift to import standalone workflows into c4d and not to integrate octane into how cinema4d works !
to round it up: if all features are supported in both work styles, why not. but plz dont drop the standard c4d ways.
Re: Version 2.06.0 - (04.09.14)
Posted: Sat Sep 06, 2014 8:58 pm
by inlifethrill
@indexofrefraction
The node based approach is not a substitude for the existing shading workflow. Node based editing is by far superior than the native material system. It's not something revolutionary or experimental, no need to be sceptic about it. Furthermore, Cinema 4D is one of the few (if not the only 3D app) that doesn't have it built-in yet. So by all means, the development of nodes is filling quite a huge gap, that has been there for a long long time. Furthermore, I will have to disagree that nodes are advantagous with simple scenes only. Quite the opposite - they shine when it comes to complex material setups. Not to mention the huge advantage they bring when it comes to flexibility and management.