Thank you for making us part , because it's something that can make you crazy !aoktar wrote:It's about some extra work on node editor to prepare structure for an incoming feature. I will bring a newer build to fix it.


Moderators: ChrisHekman, aoktar
Thank you for making us part , because it's something that can make you crazy !aoktar wrote:It's about some extra work on node editor to prepare structure for an incoming feature. I will bring a newer build to fix it.
Explain how to use it in C4D (Spectron area/sphere primitives )aoktar wrote:1- Thanks I forgot it to fix, next time I hopeKalua wrote:Thank you, Aoktar!
So far is really nice!
One question: how do you access the Spectron area/sphere primitives featured in 2020.1?
PS2: I think I found the primitive feature.
2- Limited to sphere or plane
Just activate "Use primitives" parameter in Octane light tag.VVG wrote:Explain how to use it in C4D (Spectron area/sphere primitives )aoktar wrote:1- Thanks I forgot it to fix, next time I hopeKalua wrote:Thank you, Aoktar!
So far is really nice!
One question: how do you access the Spectron area/sphere primitives featured in 2020.1?
PS2: I think I found the primitive feature.
2- Limited to sphere or plane
thanks
Published a quick fix with the newer build(2020.1-RC1-R2). Ability to make groups for nodes added. It's experimental WIP features. Be careful until finished.pxlntwrk wrote:Thank you for making us part , because it's something that can make you crazy !aoktar wrote:It's about some extra work on node editor to prepare structure for an incoming feature. I will bring a newer build to fix it.![]()
Yes I know. The difference is soooo small. At large sample values > 100aoktar wrote: Just activate "Use primitives" parameter in Octane light tag.
Yes I know, we're working on to fix it. It's about how I created the nodetree for primitive lights. It doesn't love the common way that I used for lights.VVG wrote:Yes I know. The difference is soooo small. At large sample values > 100aoktar wrote: Just activate "Use primitives" parameter in Octane light tag.
thx
Marvelous, you make my day !aoktar wrote:Published a quick fix with the newer build(2020.1-RC1-R2). Ability to make groups for nodes added. It's experimental WIP features. Be careful until finished.
Thank you for sharing your scene. Just confirming this issue will be solved in the next core 2020.1 RC2 release.divasoft wrote:Problem appear when RTX is on AND accurate Round edges in material is on too. I will send orbx to pm.mojave wrote:Could you export an ORBX that shows the issue and share it with us? Thank you.divasoft wrote:+1 i confirm this problem.
In the cloner you have a light source sphere (C4D light settings)?aoktar wrote:Yes I know, we're working on to fix it. It's about how I created the nodetree for primitive lights. It doesn't love the common way that I used for lights.VVG wrote:Yes I know. The difference is soooo small. At large sample values > 100aoktar wrote: Just activate "Use primitives" parameter in Octane light tag.
thx
Anyway it's still giving good results, I may be wrong for my decision about it. Check pictures, AI light should be activated as I can get it.