Version 2.24.2-TEST6 - Test only

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fuchsundvogel
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aoktar wrote:
fuchsundvogel wrote:another idea: give the octane material a linkfield in the userdata with ids from 1- 5 for example
there a user can drop the uvw tag, which is then used by the uv-set id
Yes, It's another solution. But i couldn't see a usable area without material stacking support. Do you have some reasonable examples for multi-uvw usages?
sure. on the left side leaf.1 you see my current workflow. i give all leaves for example 5 different random selection tags and then make in this case 5 different materials.
on the right side leaf.2 i made a new uv map and randomized the uv of the leaves. then i made a custom mixmap. in the material you see a mixnode that uses the mixmap to give the leaves different colors. then i need only one material instead of 5.
but this uv is only for the mixmap. the original uv is needed for the color and opacity textures. so i need different UVs in one material.
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multiple_uv02.zip
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rodross
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I'm trying to get an x-particle setup to work in TEST 5.2 and I can't seem to make it happen. There's an object tag on the emitters and they work in 2.24.1, so I'm not sure what's going on. Even some of your x-particle examples do not work. There's no setting for the particle engine in the object tag or any settings and we are using XP 2.59. Need to get this going for an overnight render and prefer not to convert backwards. Any ideas?
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aoktar
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rodross wrote:I'm trying to get an x-particle setup to work in TEST 5.2 and I can't seem to make it happen. There's an object tag on the emitters and they work in 2.24.1, so I'm not sure what's going on. Even some of your x-particle examples do not work. There's no setting for the particle engine in the object tag or any settings and we are using XP 2.59. Need to get this going for an overnight render and prefer not to convert backwards. Any ideas?
This option has been deprecated. All control is from objecttag->particles. Did you see on the first page that XP sample scenes?
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rodross
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aoktar wrote: This option has been deprecated. All control is from objecttag->particles. Did you see on the first page that XP sample scenes?
I absolutely read the first page, and that very sentence, which is why I said in my post that I had an object tag on the emitters like in your examples and that even some of your examples weren't working. And that there are no options to turn particles on that I could see so I assume they are just supposed to work with a tag on them. They are not, for me.
rodross
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Disregard, it was an XP issue with the generators not linking from a copy+paste that my scene setup artist did.
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eyeonestudio
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Collides Pulgin ID --> NitroPOSE + Octane

NitroPOSE
http://nitro4d.com/blog/donationware/nitropose/

Console MSG
Traceback (most recent call last):
File "'NitroPose.pypv'", line 7193, in <module>
RuntimeError: The plugin ID '1029528' collides with another plugin ID in 'C4Doctane 2.42.2 T5.2'.
You have to use a unique ID for registering your plugin!
You can get a personal number for free from PluginCafe at http://www.plugincafe.com

So... NitroPOSE Not Working. :o
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aoktar
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eyeonestudio wrote:Collides Pulgin ID --> NitroPOSE + Octane

NitroPOSE
http://nitro4d.com/blog/donationware/nitropose/

Console MSG
Traceback (most recent call last):
File "'NitroPose.pypv'", line 7193, in <module>
RuntimeError: The plugin ID '1029528' collides with another plugin ID in 'C4Doctane 2.42.2 T5.2'.
You have to use a unique ID for registering your plugin!
You can get a personal number for free from PluginCafe at http://www.plugincafe.com

So... NitroPOSE Not Working. :o
Thanks for info. Of course i get IDs from here, but perhaps forget to remove a common id which comes from sample codes. But appearently these guys are using same common ID, if it's not owned by him.
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fuchsundvogel
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when the submaterial of a mixmaterial and the mixmaterial are on a layer and you paste the mixmaterial into a new scene, the mixmaterial is still on the layer, but the submaterials lost their layer
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aoktar
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fuchsundvogel wrote:when the submaterial of a mixmaterial and the mixmaterial are on a layer and you paste the mixmaterial into a new scene, the mixmaterial is still on the layer, but the submaterials lost their layer
Thanks for report. Can we live with that for a while? Mix material's copy/paste etc... operations are very hacky and non-native ways in C4D. So I can't take a look on before 3.0 release.
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fuchsundvogel
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aoktar wrote:
fuchsundvogel wrote:when the submaterial of a mixmaterial and the mixmaterial are on a layer and you paste the mixmaterial into a new scene, the mixmaterial is still on the layer, but the submaterials lost their layer
Thanks for report. Can we live with that for a while? Mix material's copy/paste etc... operations are very hacky and non-native ways in C4D. So I can't take a look on before 3.0 release.
no problem.
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