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Re: Version 3.00 - Alpha10.1 (30.04.2016) - Preview version
Posted: Wed May 04, 2016 9:46 am
by brasco
Hey Ahmet,
Great work on the Alpha 10.1 build, working well here.
I've found that in the last couple of builds Blackbody Emission doesn't work with TFD in the Octane Tag, only Texture Emission now works, is this a bug or has it been removed for any reason? I really liked the way it automatically took the cached temperature values and created the colour based off that.
cheers
brasc
Re: Version 3.00 - Alpha10.1 (30.04.2016) - Preview version
Posted: Wed May 04, 2016 11:26 am
by aoktar
brasco wrote:Hey Ahmet,
Great work on the Alpha 10.1 build, working well here.
I've found that in the last couple of builds Blackbody Emission doesn't work with TFD in the Octane Tag, only Texture Emission now works, is this a bug or has it been removed for any reason? I really liked the way it automatically took the cached temperature values and created the colour based off that.
cheers
brasc
Try to set import scale 40-50 for emissions. It works strange and i couldn't understand much.
Re: Version 3.00 - Alpha10.1 (30.04.2016) - Preview version
Posted: Wed May 04, 2016 10:08 pm
by haze
The first few alphas actually had blackbody emission behaving like texture emission (treating the temperature grid basically like a density grid). This was fixed in a later alpha, but I think the difficulty with blackbody emission is that because it is physically based you must have temperatures in Kelvin for the renderer to make sense of it - Ie. you must have a temperature grid with values between for example 3500-7000 for it to emit light. You must then also make sure that Normalize is switched off in the node. At this point, most of the CFD solutions seem to not generate values that are in a consistent unit, they are sometimes values such as 20-50, for which no unit is specified (and no unit is intended either according to one developer). To get around this, we can't directly use these in the blackbody emission node - this has to be used with texture emission.
A workaround is to scale up the values by a factor like 40 or 50, which for values between 20-50 will result in some Kelvin-like range of temperatures.
I hope this helps to clear up the situation. We will be having some discussions regarding this at some point.
Re: Version 3.00 - Alpha10.1 (30.04.2016) - Preview version
Posted: Thu May 05, 2016 11:56 pm
by aoktar
valters wrote: When I import it to Cinema4D its an unsorted mess of bunch of unlinked nodes. So it's not a problem of Node Editor but standartization of Materials between Main Software (standalone) and plugin? Anyway now I understand why alot of materials from LiveDB wasn't worked for me in Cinema4D as they perfectly all works in Standalone.
You can use auto arrange command when you import any messed material. Standalone's node elements are not same as C4D Nodes if you notify. Selected way is more similar to C4D standards. So it's not possible to use same locations.
Re: Version 3.00 - Alpha10.1 (30.04.2016) - Preview version
Posted: Fri May 06, 2016 9:04 am
by renderingz
Just a quick check in - is motion blur supported for displacement in this build?
Just updated from 2.25 to this version... in pathtracing my rendertimes have been reduced from 4/5 minutes to 1min 30... incredible. thanks!
Re: Version 3.00 - Alpha10.1 (30.04.2016) - Preview version
Posted: Fri May 06, 2016 11:21 am
by brasco
haze wrote:I hope this helps to clear up the situation. We will be having some discussions regarding this at some point.
Thanks for the info! I realise Volume data is a pretty wide ranging beast so finding a decent middle ground is difficult, I'll test the workaround which doesn't sound like too much bother.
cheers
brasc
Re: Version 3.00 - Alpha10.1 (30.04.2016) - Preview version
Posted: Fri May 06, 2016 5:29 pm
by aoktar
brasco wrote:haze wrote:I hope this helps to clear up the situation. We will be having some discussions regarding this at some point.
Thanks for the info! I realise Volume data is a pretty wide ranging beast so finding a decent middle ground is difficult, I'll test the workaround which doesn't sound like too much bother.
cheers
brasc
try this method. I think it's awesome.
Re: Version 3.00 - Alpha10.1 (30.04.2016) - Preview version
Posted: Fri May 06, 2016 11:35 pm
by eyeonestudio
This is it...... Now
Beta..... Not Alpha.....
I can't wait..... Ha Ha.....

Re: Version 3.00 - Alpha10.1 (30.04.2016) - Preview version
Posted: Sat May 07, 2016 12:03 am
by eyeonestudio
Can I use the "X-Particles" to "Scatter-Object"? So it is very good.

Re: Version 3.00 - Alpha10.1 (30.04.2016) - Preview version
Posted: Tue May 10, 2016 10:51 am
by renderingz
Is anyone else noticing that vertex motion blur only works when you use post effects in the render settings, rather than on the camera tag? It just doesn't work if you have post effects enabled in the camera tag. Also, as far as I can tell, vertex motion blur on objects with displacement doesn't work - is anyone else noticing this?