Aoktar, could be confirm it is not yet implanted ?
Thanks

Moderators: ChrisHekman, aoktar
Not implemented. It's not practically possible to implement this with current features of Octane.Huv wrote:Regarding this post : viewtopic.php?f=30&t=52551
Aoktar, could be confirm it is not yet implanted ?
Thanks
It's not a plugin job/possibility to implement a current shader. Theoretically some ways are possible to do just by plugin implementations, but these are not fast and powerful solutions. This can cause extra criticisms rather than getting some appreciations.Huv wrote:![]()
Any chance to have the "random color" shader of octane more powerful ? (to have a kind of "variation shader" look like...)
Thanks for your answer anyway
To activate the "distributed pathtracing" is required for motion blur effects.borzoff wrote:Wrong save "render layer id" and "Material Id" and "Object ID".
save when should record each color in a separate channel for EXR and RPF formats. then it will be normal to choose a mask when using ID MATTE IDentifier and in the after-effect.
And if there is a render with motionBlur impossible to mask the object.
correct Please greatly complicates the work.
And if we consider separately the mask using this piece here
https://yadi.sk/i/_YtDDY4bojGo6
a motion blur is not on the masks.
Thank you very much for this tip, I'll try.aoktar wrote:To activate the "distributed pathtracing" is required for motion blur effects.borzoff wrote:Wrong save "render layer id" and "Material Id" and "Object ID".
save when should record each color in a separate channel for EXR and RPF formats. then it will be normal to choose a mask when using ID MATTE IDentifier and in the after-effect.
And if there is a render with motionBlur impossible to mask the object.
correct Please greatly complicates the work.
And if we consider separately the mask using this piece here
https://yadi.sk/i/_YtDDY4bojGo6
a motion blur is not on the masks.