I'm probably wrong, but to me that doesn't look like a problem with having too light or dark edges which pre-multiply fixes, but rather a problem with objects intersecting/overlapping (masks overlapping) and the gap (roughly 1pixel blank space between masks) you get at the edges where they intersect when you try to isolate them individually and then put them together later.abstrax wrote:Depending on the file format and Photoshop and the import plugin, the alpha channel needs to be pre-multiplied. You will find the corresponding option in the imager settings.Elvissuperstar007 wrote:http://c2n.me/3eUiCr6.jpg ID layers bug
OctaneRender™ Standalone 2.22.2
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
I guess, he just used the alpha channel that comes with the saved layers and the gap looks like the border of one of the layers. The white line is probably caused by having the alpha channel not pre-multiplied when Photoshop expects it to be pre-multiplied or the other way around. Easy to find out though - just try it out.caffe3 wrote:I'm probably wrong, but to me that doesn't look like a problem with having too light or dark edges which pre-multiply fixes, but rather a problem with objects intersecting/overlapping (masks overlapping) and the gap (roughly 1pixel blank space between masks) you get at the edges where they intersect when you try to isolate them individually and then put them together later.abstrax wrote:Depending on the file format and Photoshop and the import plugin, the alpha channel needs to be pre-multiplied. You will find the corresponding option in the imager settings.Elvissuperstar007 wrote:http://c2n.me/3eUiCr6.jpg ID layers bug
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Oh, I wasn't sure if it was a white line at the edges or transparency. If it's an issue with transparency which is caused by overlapping masks, then I suggest rendering one mask for the group of objects (to cut with) and then multiple masks (to apply filters and whatnot with) for each individual object instead. Or try something I found out just nowabstrax wrote:I guess, he just used the alpha channel that comes with the saved layers and the gap looks like the border of one of the layers. The white line is probably caused by having the alpha channel not pre-multiplied when Photoshop expects it to be pre-multiplied or the other way around. Easy to find out though - just try it out.

Sorry for the hassle, but we pushed out a small update to sort out the issues reported with 2.22. See the opening post for more information.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
[/quote]
The issue is that the up-vector is not (0 / 1 / 0). Since the perspective correction aligns the perspective with the up-vector you have to set the up-vector to (0 / 1 / 0) if your vertical lines go straight up.[/quote]
Thanks!
That fixed it. I don't know why my camera got messed up.
The issue is that the up-vector is not (0 / 1 / 0). Since the perspective correction aligns the perspective with the up-vector you have to set the up-vector to (0 / 1 / 0) if your vertical lines go straight up.[/quote]
Thanks!
That fixed it. I don't know why my camera got messed up.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
hi everyone,
it seems that v 2.22.1 needs a lot more memory for geometry
i already posted that in the c4d-forum: (alembicfile included)
http://render.otoy.com/forum/viewtopic. ... 87#p228014
sorrry if this topic is already discussed here
it seems that v 2.22.1 needs a lot more memory for geometry
i already posted that in the c4d-forum: (alembicfile included)
http://render.otoy.com/forum/viewtopic. ... 87#p228014
sorrry if this topic is already discussed here

Workstation: Win 10 PRO 64 bit, 3,4 GHZ ,6-cores, 64 GB RAM , 4x RTX 2080 Ti
1. RenderSlave: Win 10 Pro 64 bit , 3x GTX 980Ti
2. RenderSlave: Win 10 Pro 64 bit 2x GTX 980 Ti
1. RenderSlave: Win 10 Pro 64 bit , 3x GTX 980Ti
2. RenderSlave: Win 10 Pro 64 bit 2x GTX 980 Ti
Could you send us the scene please so we can have a look? Thank you.useruser wrote:hi everyone,
it seems that v 2.22.1 needs a lot more memory for geometry
i already posted that in the c4d-forum: (alembicfile included)
http://render.otoy.com/forum/viewtopic. ... 87#p228014
sorrry if this topic is already discussed here
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
big thanks for the out-of-core fix and for all the improvements, the new behavior of the specular material is very nice, great version 
ciao beppe

ciao beppe