
Test Version 3.07-Test3a
Moderators: ChrisHekman, aoktar
- JavierVerdugo
- Posts: 97
- Joined: Thu Sep 18, 2014 10:50 am
Hey Aoktar,
thanks for the upgrade!
I wonder if we could link color ID from particles into Hair root/tip Thickness and random map values would be nice.
thanks for the upgrade!
I wonder if we could link color ID from particles into Hair root/tip Thickness and random map values would be nice.
As i mentioned before on my other post, it's not possible for hairs.. Hairs are using different logic for painting the strands. Btw, thanks!JavierVerdugo wrote:Hey Aoktar,
thanks for the upgrade!
I wonder if we could link color ID from particles into Hair root/tip Thickness and random map values would be nice.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Ahmet, what if we are not using hair? what if we are sweeping the Xptrail to geo? can this be achieved then?aoktar wrote:As i mentioned before on my other post, it's not possible for hairs.. Hairs are using different logic for painting the strands. Btw, thanks!JavierVerdugo wrote:Hey Aoktar,
thanks for the upgrade!
I wonder if we could link color ID from particles into Hair root/tip Thickness and random map values would be nice.
In your case(sweep with xptrail) will generate one object, not many objects for per hair strand. So you cannot use instanceID. InstanceID is for per objects/per instances.Studio21 wrote: Ahmet, what if we are not using hair? what if we are sweeping the Xptrail to geo? can this be achieved then?
only way for hair is this at the moment: viewtopic.php?f=87&t=53950
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
OK Ahmet, tyvm for explaining my freindaoktar wrote:In your case(sweep with xptrail) will generate one object, not many objects for per hair strand. So you cannot use instanceID. InstanceID is for per objects/per instances.Studio21 wrote: Ahmet, what if we are not using hair? what if we are sweeping the Xptrail to geo? can this be achieved then?
only way for hair is this at the moment: viewtopic.php?f=87&t=53950
Hi albaglib,
the issue should be solved with the next version based on 3.07 test 4 SDK:
ciao beppe
the issue should be solved with the next version based on 3.07 test 4 SDK:
viewtopic.php?f=33&t=62794Fixed rendering of the shadow catcher material using the direct-lighting and path tracing kernels.
ciao beppe
Hi everybody.
I am using a fog volume for clouds in a scene and the clouds are overlapping the landscpae partially due to perspective and because they hang very low. I want to use the Z-Depth-Pass for compositing to add some distant fog to the image, yet the Z-Depth_Pass leaves out the clouds perspectively overlapping the landscpae, therefore crossing my compositing plans. How can I generate a Pass that extracts the clouds, for me to take away these parts of the image from the Z_Depth_Pass?
Thanks for your help.
Moritz
I am using a fog volume for clouds in a scene and the clouds are overlapping the landscpae partially due to perspective and because they hang very low. I want to use the Z-Depth-Pass for compositing to add some distant fog to the image, yet the Z-Depth_Pass leaves out the clouds perspectively overlapping the landscpae, therefore crossing my compositing plans. How can I generate a Pass that extracts the clouds, for me to take away these parts of the image from the Z_Depth_Pass?
Thanks for your help.
Moritz