okaoktar wrote:I don't know why this happen. But i suppose that's not necessary report. When you resize it's fixed. You'll never use it unresized after undocking.fuchsundvogel wrote:win7 / R17.032
undock nodeeditor from layout breaks gui
Version 2.24.2-TEST6 - Test only
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- fuchsundvogel
- Posts: 102
- Joined: Tue Jan 06, 2015 3:21 pm
Yes really. But it's not ignorance problem i suppose. You are rotating the transform node not projection.fuchsundvogel wrote:i have a texture projection XYZ to UVW in worldspace
when i want to rotate this projection only Z works. X and Y values are ignored.
when i open this scene in standalone all values are working.
Here we don't have embedded transform controls for projections. That's the reason. I'm looking for this.
EDIT: it's just for XYZ to UVW projection type. I think that somethings is missed by me here.
Octane For Cinema 4D developer / 3d generalist
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
I fixed mixmaterial preview problem and missing transform control in XYZ to UVW projection.
Can someone check this?
https://render.otoy.com/customerdownloa ... .2-win.zip
Can someone check this?
https://render.otoy.com/customerdownloa ... .2-win.zip
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
A question:
You know we have 3 uvsets to use. I'm using uvset=3 for mograph colors but it's possible to use all of them for textures in other cases. We can assign numbers from imagetexture. But i'm in confusion to find a way to make assignment from c4d interface. How can we set any uvw data to a specific channel?
You know we have 3 uvsets to use. I'm using uvset=3 for mograph colors but it's possible to use all of them for textures in other cases. We can assign numbers from imagetexture. But i'm in confusion to find a way to make assignment from c4d interface. How can we set any uvw data to a specific channel?
Octane For Cinema 4D developer / 3d generalist
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
As far as i know c4d confuses itself and the user - try working with 2 UV sets and it becomes a guessing game. If you want two channels to have different UV's, you can do this with 2 materials - A texture tag will use the UVW tag that lies closest to its right in the Object Manager. I wish there could be a workaround for this in Octane.
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- fuchsundvogel
- Posts: 102
- Joined: Tue Jan 06, 2015 3:21 pm
i would call it also fixedaoktar wrote:I fixed mixmaterial preview problem and missing transform control in XYZ to UVW projection.
Can someone check this?
https://render.otoy.com/customerdownloa ... .2-win.zip
Hi Aoktar
congratulations for the latest release, SOLO mode implemented on LV is very useful, and if I "edit on Standalone" the SOLO oject/s will be exported, it will be fantastic if we can export also ONLY the materials of exported objects! For very large scenes with a few clicks we can isolate object/s and related materials, this would save a lot of time. I hope you will consider a short-term goal.
I thank you for all the improvements that you give us day after day.
congratulations for the latest release, SOLO mode implemented on LV is very useful, and if I "edit on Standalone" the SOLO oject/s will be exported, it will be fantastic if we can export also ONLY the materials of exported objects! For very large scenes with a few clicks we can isolate object/s and related materials, this would save a lot of time. I hope you will consider a short-term goal.
I thank you for all the improvements that you give us day after day.
You'll not believe perhaps, but it's very hard. Completely will broke all internal structure of plugin and will cause lot of extra issues for me. So i'm not preferring to try this. I'm spending my time for 3.0 and stabilisation of 2.24. I hope you understand that.augdalmo wrote:Hi Aoktar
congratulations for the latest release, SOLO mode implemented on LV is very useful, and if I "edit on Standalone" the SOLO oject/s will be exported, it will be fantastic if we can export also ONLY the materials of exported objects! For very large scenes with a few clicks we can isolate object/s and related materials, this would save a lot of time. I hope you will consider a short-term goal.
I thank you for all the improvements that you give us day after day.
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
- martincarlson
- Posts: 319
- Joined: Mon Nov 03, 2014 10:18 am
- Location: Sweden
- Contact:
Hello!
Might have missed earlier comments on this - but still:
In this version - if I create a material in the regular C4D-way and then open the node editor - nothing is connected? It used to be in earlier versions. Bug or some setting?
Might have missed earlier comments on this - but still:
In this version - if I create a material in the regular C4D-way and then open the node editor - nothing is connected? It used to be in earlier versions. Bug or some setting?
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Intel Core i7-5930K / ASUS X99-E WS / 2 x EVGA GeForce GTX TITAN X 12GB / 32 GB RAM / Windows 10 / C4D R16 / Octane Standalone 3.03.3 / OctaneC4D 3.03.3-R1