
Little issue to fix: Background image doesn't work if path contains non-latin (cyrillic) characters since this feature exists.
Please, fix it

Thanks for the heads up. Will be fixed with the next release.arh-osa wrote:Thank you guys!![]()
Little issue to fix: Background image doesn't work if path contains non-latin (cyrillic) characters since this feature exists.
Please, fix it
I certainly hope that we don't make that impression.pixelrush wrote:Well all I can say is if there are things going on it would pay to at least make that known.
You will be aware that when Refractive ran things community confidence went into a dive and relations became quite hostile as nothing appeared to be happening and from the outside that's beginning to look how things are again.
The spherical camera distortion was requested from OTOY so Andrey added it quickly. We are currently in the process of stabilizing the code and release a stable 1.20 as soon as possible. We already have a bunch of features to be released after 1.20.Its entirely up to you what you do about it but if you don't say anything and only deliver what looks like small stuff or that the community dont regard as particularly important you can expect some criticism for the apparent lack of progress. I haven't noticed any negative comment about spherical camera itself only about the cluttered UI. Perhaps people forgot to be complimentary when identifying faults or immediately thinking of the next thing they want.
No, that's not what I said. I said that if people complain about missing features in a release thread we pretty much ignore it, because it's the wrong place and we have to filter through pages and pages of rants to get to the actual feedback we are looking for. We only have so much time. And again: The better a requested feature is described (especially considering the node system and standalone UI) the easier it is for us to get an idea how to implement these things. Writing it in a separate thread certainly helps, too.Now you get the pip because we do or dont say so and dont want to talk to us. You say you just ignore comments and suggestions you don't like or view as pertinent and regardless of any solution offered you seem to do your own thing anyway.
I can assure you that's not the case.OK so its your code and your business. Obviously you guys really have your own larger internal agenda set by Otoy and may view the users requests as a bit of a pestulance in that regard but you run the risk of alienating people with this approach.
Well then I'm sorry to disappoint you.Octane is not the be all and end all of renderers. It is a particular technical solution. You have to see your business in the broadest sense and keep moving ahead with it . Cycles is developing faster than Octane. Indigo was a one man band and moved faster than your team do. Regardless of the trickiness of coding for gpu people have expectations for the rate of development of something.
It was 6 months in total and a lot of work went actually into the data handling of the render framework, which eventually made the SDK and the application more robust, but was needed to get the feature working. This feature was a requirement for the cloud solution. And yes it was taking frustratingly long, but that's the way it is sometimes. I hope, people will see the benefits when they get their hands on it.I dont know what you are working on with 2 people for a
year and havent finished but I would think people would be hearing that and asking themselves if it is worth it when there are a list of things they possible could do with already that would not be so involved.
Sorry for the delay. I use the Node Inspector 98% of the time, so what's in the Graph Editor I will leave to others. I'm fine with leaving the name to either the node or pin name in the Graph Editor.abstrax wrote:How about displaying only the pin name and making the node name editable in the node graph editor instead?
To be honest i really would like to, but my english is so bad, that i have no idea how to write straigt forward whats the point, without writing harsh. The point is that i feel i have a ferrari, that was developed with a diesel motor, because of some of those basic missing features which are essentially for a fast and efficient workflow, especially if oyu have bigger szenes!So I guess I am with you - but perhaps in a more gentle
way.
Roubal please have a look at this vid: http://www.youtube.com/v/Thg6k0qpJloI don't understand where is the problem with UV mapping. If you correctly unwrapped your model in your 3D package, it displays correctly in Octane. I used UV mapping since the beginning in Octane and never noticed any problem.
Thats the reason why I am so surprised that some simple little features (apparently, because I have no skills in coding, but for some of them we have been told a long time ago that they would be not difficult to do) like negative scaling on transform node, have not been treated in priority. I think that treating in a row the simplest little things asked for ages would make happy a large part of the users.The only thing that is frustrating is that people don't accept that there are features that take little development time and features that take much time.