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Re: Version 2.12.1 - final (updated on 28.10.14)
Posted: Mon Nov 17, 2014 12:13 pm
by aoktar
Hi used2bgordy,
what's your version? Kernels should not jump DL, i remember it's fixed. if i'm wrong, i'll check it.
2-I'll look for disabling "multilayer file" option.
3-MatId, i'll report this. But we are waiting a revision for objectID's.
4-Lights are also objects. You should set opacity=0
5-I have ignored "maxsamples" for passes. I'm going to add.
6-Do you mean for ex. displacement on cubes?
Hi momade,
Only textures can work on background object atm. I'll look for it. But this is simple compositing on plugin, has not any effect on renderer.
Re: Version 2.12.1 - final (updated on 28.10.14)
Posted: Mon Nov 17, 2014 1:06 pm
by used2bgordy
We work on 2.12.1 and it jumps from PathTracing to Direct. We experienced it in all stations.
6. well, cubular objects. Check att
Re: Version 2.12.1 - final (updated on 28.10.14)
Posted: Mon Nov 17, 2014 1:12 pm
by used2bgordy
Opacity on lights also turns off its reflecion visibility. Is there a way to keep it? Opacity to 0 and still keep them visible in reflective objects?
Artur
Re: Version 2.12.1 - final (updated on 28.10.14)
Posted: Mon Nov 17, 2014 1:22 pm
by aoktar
used2bgordy wrote:Opacity on lights also turns off its reflecion visibility. Is there a way to keep it? Opacity to 0 and still keep them visible in reflective objects?
Artur
no way. Because Octane has not any light, all is the objects with emissive materials. We can ask to developers for a improvement.
For kernel, i couldn't produce here. Can you send me two simple scene which can reproduce this problem? Also one scene for your displacement. Thanks
Re: Version 2.12.1 - final (updated on 28.10.14)
Posted: Mon Nov 17, 2014 1:49 pm
by used2bgordy
File attached.
Artur
Re: Version 2.12.1 - final (updated on 28.10.14)
Posted: Mon Nov 17, 2014 2:02 pm
by aoktar
used2bgordy wrote:File attached.
Artur
cannot see it
Re: Version 2.12.1 - final (updated on 28.10.14)
Posted: Mon Nov 17, 2014 4:01 pm
by used2bgordy
Sorry, I had a nasty crash. Here you go
Artur
Re: Version 2.12.1 - final (updated on 28.10.14)
Posted: Mon Nov 17, 2014 6:19 pm
by shawnfrueh
Hey Aoktar, Can we get Octane to recognize when a particle emitter is not visible for render? Right now If a particle is in the scene, visible or not it is still displayed.
Re: Version 2.12.1 - final (updated on 28.10.14)
Posted: Mon Nov 17, 2014 6:23 pm
by aoktar
shawnfrueh wrote:Hey Aoktar, Can we get Octane to recognize when a particle emitter is not visible for render? Right now If a particle is in the scene, visible or not it is still displayed.
how are you using particle?
Re: Version 2.12.1 - final (updated on 28.10.14)
Posted: Mon Nov 17, 2014 6:26 pm
by aoktar
used2bgordy wrote:Sorry, I had a nasty crash. Here you go
Artur
don't use with octane subdivision. I think it doesn't take virtual face normals. Use c4d geometry except this.