OctaneRender™ Standalone 2.14

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TBFX
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prodviz wrote: I would like to be able to have red, green and blue material and objects ID's. And then every 3 ID's the red, green and blue gets repeated. Makes for perfects keying
I agree being able to explicitly set material and object ID colours would be a great option for exactly the pipeline reasons stated by shawnfrueh but to have just cycling R,G and B would rarely be useful on a complex scene as you would get far too many overlapping objects/materials that you need to separate that are rendered with the same ID colour.

T.
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prodviz
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I was just thinking that using R,G and B would give a super clean matte.
You would sort these separate render passes in AE or Nuke etc.

If you are to give the ID's colours, say beige for example, how do you go about selection or creating a clean mask/matte from this?

cheers.
manalokos
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Would it be possible in a near future to unify the Diffuse and Glossy shaders?
It really makes no sense as there is almost no pure diffuse materials in real life... maybe chalk or some very rough paper.
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momade
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hey otoy team. absolutely great work. thanks!
could you put out the information to which "cohernt ratio" the old "coherent mode" checkbox was referring to? just to get a feeling for the value.
thanks.
mo
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aLeXXtoR
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momade wrote:hey otoy team. absolutely great work. thanks!
could you put out the information to which "cohernt ratio" the old "coherent mode" checkbox was referring to? just to get a feeling for the value.
thanks.
mo
Man, you should read the first post (list of changes)...
As far as I see the previos "On" state is equal to 0,35.
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momade
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aLeXXtoR wrote:
momade wrote:hey otoy team. absolutely great work. thanks!
could you put out the information to which "cohernt ratio" the old "coherent mode" checkbox was referring to? just to get a feeling for the value.
thanks.
mo
Man, you should read the first post (list of changes)...
As far as I see the previos "On" state is equal to 0,35.
read the first post, yet couldnt find this info.
thanks anyhow!
br.
mo
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grimm
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I'm not sure if this is intentional or if I'm doing something wrong but it appears that the reload button for Alembic files does not reload the UV settings. I created a Alembic file with the Blender Plugin, which I used in a scene. While I was working on the scene in Octane I noticed that I had the UV texture coordinates rotated on one of the objects. I went back to the plugin, rotated the UVs and then exported a new Alembic file. When I hit reload in Octane for the file the UVs did not get updated. I ended up quitting Octane and reloading the ocs file to get the UVs corrected. I'm sure that if I had deleted the node and reloaded the file it would have worked as well, but it was easier to just quit and restart Octane. Is this right? Or am I doing something wrong? Thanks,

Jason
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aLeXXtoR
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grimm wrote:Is this right? Or am I doing something wrong? Thanks,
Jason
If you didn't exit from the Standalone (didn't close the application), it won't let you overwrite alembic file. You must close the Standalone (or your project at least) and then re-export alembic.
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grimm
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I didn't have any problems writing the alembic file (I did it while standalone was still running) but it didn't change the UVs until I restarted standalone. Which is why I am scratching my head?
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Dmi3ryd
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Dmi3ryd wrote:After I deleted the folder with octane settings it worked as before :) :roll:
Unfortunately I've another crash today :(
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