Version 2.22.2 - TEST3 - Updated on 03.04.15

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aoktar
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Hi All,
I had to recompile the plugin on SDK 2.22.2. Because new sdk has been released with some render bug fixes after my last release.
Sorry for confusion.
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useruser
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great!
seems that the memory-issue is gone. with 2.22.2 the memory-usage is the same as before.thank you! :)
one more thing about the mograph-colorshader:
seems as if the "colorshader black and white-information" are not correctly interpreted with you use the mograph-colorshader in the octane_opacitychanel.
Clipboard02.jpg
projectfile:
ColorShader_Alpha.zip
(92.76 KiB) Downloaded 264 times
Workstation: Win 10 PRO 64 bit, 3,4 GHZ ,6-cores, 64 GB RAM , 4x RTX 2080 Ti
1. RenderSlave: Win 10 Pro 64 bit , 3x GTX 980Ti
2. RenderSlave: Win 10 Pro 64 bit 2x GTX 980 Ti
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martincarlson
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Is it possible to create an "unpickeble tag" to use on objects that should not be seen when picking dof, material etc in LV? Example: putting this tag on fog boxes etc.
Martin Carlson, Visual and Audial Designer at Katzenwaffe Creative Studio | www.katzenwaffe.se | Soundcloud | Twitter

Intel Core i7-5930K / ASUS X99-E WS / 2 x EVGA GeForce GTX TITAN X 12GB / 32 GB RAM / Windows 10 / C4D R16 / Octane Standalone 3.03.3 / OctaneC4D 3.03.3-R1
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aoktar
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useruser wrote:great!
seems that the memory-issue is gone. with 2.22.2 the memory-usage is the same as before.thank you! :)
one more thing about the mograph-colorshader:
seems as if the "colorshader black and white-information" are not correctly interpreted with you use the mograph-colorshader in the octane_opacitychanel.
Clipboard02.jpg
projectfile:
ColorShader_Alpha.zip
thanks for scene. I'll check, but some features couldn't be same as standard renderer. Because we can't generate shaders in rendertime. We create some shader before sending to renderer and pray for that ;) I'm very hopefull about incoming OSL shader language. It can solve our many problems.
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aoktar
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martincarlson wrote:Is it possible to create an "unpickeble tag" to use on objects that should not be seen when picking dof, material etc in LV? Example: putting this tag on fog boxes etc.
possible, but will decrease interaction speed a little bit more. Better to add some option to picking for that. We can print a list of all objects under mouse picking.
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martincarlson
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Ok. Sounds cool.
Martin Carlson, Visual and Audial Designer at Katzenwaffe Creative Studio | www.katzenwaffe.se | Soundcloud | Twitter

Intel Core i7-5930K / ASUS X99-E WS / 2 x EVGA GeForce GTX TITAN X 12GB / 32 GB RAM / Windows 10 / C4D R16 / Octane Standalone 3.03.3 / OctaneC4D 3.03.3-R1
David_S
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Hi there,

I try to link a projection node to diffuse and displacement texture. But displacement has not the same transform.
Any hints?

best regards
David
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Bildschirmfoto 2015-04-06 um 21.11.48 Kopie.jpg
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aoktar
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David_S wrote:Hi there,

I try to link a projection node to diffuse and displacement texture. But displacement has not the same transform.
Any hints?

best regards
David
does the projection node works with displacement node?
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David_S
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It seems not. Is there no way to change projection type?
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aoktar
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David_S wrote:It seems not. Is there no way to change projection type?
it not supports these. Use c4d mapping parameters from texture tag.
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