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Re: undock nodeeditor breaks gui

Posted: Wed Dec 02, 2015 1:55 pm
by fuchsundvogel
aoktar wrote:
fuchsundvogel wrote:win7 / R17.032

undock nodeeditor from layout breaks gui
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.
ok

Re: Version 2.24.2-TEST5.1 (02.12.2015) - Test only

Posted: Wed Dec 02, 2015 2:04 pm
by aoktar
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.
Yes really. But it's not ignorance problem i suppose. You are rotating the transform node not projection.
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.

Re: Version 2.24.2-TEST5.1 (02.12.2015) - Test only

Posted: Wed Dec 02, 2015 3:01 pm
by aoktar
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

Re: Version 2.24.2-TEST5.1 (02.12.2015) - Test only

Posted: Wed Dec 02, 2015 3:16 pm
by aoktar
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?

Re: Version 2.24.2-TEST5.1 (02.12.2015) - Test only

Posted: Wed Dec 02, 2015 3:30 pm
by Yambo
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.

Re: Version 2.24.2-TEST5.1 (02.12.2015) - Test only

Posted: Wed Dec 02, 2015 4:13 pm
by fuchsundvogel
aoktar 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
i would call it also fixed

Re: Version 2.24.2-TEST5.2 (02.12.2015) - Test only

Posted: Wed Dec 02, 2015 11:00 pm
by augdalmo
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.

Re: Version 2.24.2-TEST5.2 (02.12.2015) - Test only

Posted: Wed Dec 02, 2015 11:33 pm
by aoktar
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.
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.

Re: Version 2.24.2-TEST5.2 (02.12.2015) - Test only

Posted: Thu Dec 03, 2015 3:42 am
by carterner
When i chose the "use csv file",C4d system crash

Re: Version 2.24.2-TEST5.2 (02.12.2015) - Test only

Posted: Thu Dec 03, 2015 7:37 am
by martincarlson
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?