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Re: Version 2.24.2-R1 (05.01.2016) - Latest stable

Posted: Thu Jan 07, 2016 8:25 am
by fuchsundvogel
sphericall wrote:Is there any way to make use of the Position and Rotation channel of the scatter?
Image
It seem not working yet :(
It would be great to add some randomness with noise shader here. Now it seems that only Y in position and X in rotation gives any results.
Waiting for the Scatter Object development. All the best to you Aoktar.
you can use a mograph shader effector for this

Re: Version 2.24.2-R1 (05.01.2016) - Latest stable

Posted: Thu Jan 07, 2016 8:35 am
by aoktar
fuchsundvogel wrote:
fuchsundvogel wrote:crash after undo/redo import objects with mixmaterial.
also no crashes, but after redo the mixmaterial is empty - no submaterials. but at least no crash, i could live with this if you want to call this as a limitation.
This is best of i could do. You have to live. Otherwise i would have to remove the my all implementations about mix material. Forcing the C4D that will cause extra problems. Will not be better without a official support for mix materials.
another new issue in this version:
when i open the attached scene the octane scatter is active but the instances are not generated in live viewer. i have to deactivate and activate the octane scatter object or sometimes it helps when i move the camera but not always. then i can see the instances in LV.
I know and i'm trying to fix it. It because of surface object's cache. It's not ready in this order for scatter. Change the order in object list to before of scatter.

Re: Version 2.24.2-R1 (05.01.2016) - Latest stable

Posted: Thu Jan 07, 2016 8:48 am
by aoktar
fuchsundvogel wrote:
sphericall wrote:Is there any way to make use of the Position and Rotation channel of the scatter?
Image
It seem not working yet :(
It would be great to add some randomness with noise shader here. Now it seems that only Y in position and X in rotation gives any results.
Waiting for the Scatter Object development. All the best to you Aoktar.
you can use a mograph shader effector for this
Yes correct. Also position works in axis-Y and rotation for axis-X. It's limits of implementation. I keep other axises for future development.

Re: Version 2.24.2-R1 (05.01.2016) - Latest stable

Posted: Thu Jan 07, 2016 9:05 am
by indexofrefraction
Happy New Year Aoktar!
Thanks for the new stable! Is my Account messed up, or is the MacOS version still in the works?
I see "DOWNLOADS DISABLED" for the Mac version on the first page of the thread...
index

Re: Version 2.24.2-R1 (05.01.2016) - Latest stable

Posted: Thu Jan 07, 2016 9:07 am
by aoktar
indexofrefraction wrote:Happy New Year Aoktar!
Thanks for the new stable... is my Account messed up, or is the MacOS version still missing?
I see "DOWNLOADS DISABLED" for the Mac version on the first page of the thread...
index
Happy new year to you. Nothing messed, i'm just rechecking and fixing some problems. I'm going to upload for MacOS for this thread. Later we will update official download links if they are ok.

Re: Version 2.24.2-R1 (05.01.2016) - Latest stable

Posted: Thu Jan 07, 2016 9:43 am
by aoktar
All versions are online again. Sorry for problems.

Re: Version 2.24.2-R1 (05.01.2016) - Latest stable

Posted: Thu Jan 07, 2016 2:50 pm
by fuchsundvogel
the materialpreview in the node editor does not update material changes until you force a rerender of the shaderball with doubleclick

win7 / R17.048

Re: Version 2.24.2-R1 (05.01.2016) - Latest stable

Posted: Thu Jan 07, 2016 2:53 pm
by fuchsundvogel
the manual is missing in the current version of the plugin folder

wrong material channels in node editor

Posted: Thu Jan 07, 2016 3:04 pm
by fuchsundvogel
when i open a diffuse material in the node editor it shows wrong material channels like specular and reflection
when i change it to glossy and then back to diffuse its correct
materialchannels node editor.PNG

Re: Version 2.24.2-R1 (05.01.2016) - Latest stable

Posted: Thu Jan 07, 2016 4:10 pm
by aoktar
fuchsundvogel wrote:the materialpreview in the node editor does not update material changes until you force a rerender of the shaderball with doubleclick

win7 / R17.048
It will work if you use octane color gui.