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Re: Test Version 3.07-Test3a

Posted: Thu Aug 31, 2017 6:50 am
by sagun
And a psd with layer support would be awesome too :)

Re: Test Version 3.07-Test3a

Posted: Thu Aug 31, 2017 11:32 am
by Studio21
sagun wrote:Can we also have transform and projection nodes in bitmap node like in image node ? That would be awesome :)
U should always be using the image texture node ;)

But + 1 for the PSD layer support. that would be sweet

Re: Test Version 3.07-Test3a

Posted: Thu Aug 31, 2017 11:43 am
by albaglib
Hello,
I have a big difference between the 3.06.2 and 3.07 test ... the noise appears and the alpa disappear !?

I have not changed any parameters

PathTracing 16000 - OpenEXR 32 bits/canal

Re: Test Version 3.07-Test3a

Posted: Thu Aug 31, 2017 2:20 pm
by JavierVerdugo
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.

Re: Test Version 3.07-Test3a

Posted: Thu Aug 31, 2017 2:30 pm
by aoktar
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.
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!

Re: Test Version 3.07-Test3a

Posted: Thu Aug 31, 2017 7:27 pm
by Studio21
aoktar wrote:
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.
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!
Ahmet, what if we are not using hair? what if we are sweeping the Xptrail to geo? can this be achieved then?

Re: Test Version 3.07-Test3a

Posted: Thu Aug 31, 2017 7:38 pm
by aoktar
Studio21 wrote: Ahmet, what if we are not using hair? what if we are sweeping the Xptrail to geo? can this be achieved then?
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.

only way for hair is this at the moment: viewtopic.php?f=87&t=53950

Re: Test Version 3.07-Test3a

Posted: Thu Aug 31, 2017 8:15 pm
by Studio21
aoktar wrote:
Studio21 wrote: Ahmet, what if we are not using hair? what if we are sweeping the Xptrail to geo? can this be achieved then?
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.

only way for hair is this at the moment: viewtopic.php?f=87&t=53950
OK Ahmet, tyvm for explaining my freind

Re: Test Version 3.07-Test3a

Posted: Fri Sep 01, 2017 8:09 am
by bepeg4d
Hi albaglib,
the issue should be solved with the next version based on 3.07 test 4 SDK:
Fixed rendering of the shadow catcher material using the direct-lighting and path tracing kernels.
viewtopic.php?f=33&t=62794
ciao beppe

Re: Test Version 3.07-Test3a

Posted: Fri Sep 01, 2017 12:22 pm
by momade
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