Re: Test Version 3.07-Test3a
Posted: Thu Aug 31, 2017 6:50 am
And a psd with layer support would be awesome too 

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U should always be using the image texture nodesagun wrote:Can we also have transform and projection nodes in bitmap node like in image node ? That would be awesome
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.
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?
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
viewtopic.php?f=33&t=62794Fixed rendering of the shadow catcher material using the direct-lighting and path tracing kernels.