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Re: Version 3.06-TEST (WORK IN PROGRESS BUILDS)

Posted: Sun Feb 26, 2017 6:42 pm
by aoktar
eyeonestudio wrote:Q:
1
I want to know how to use "NodeGraph" node.
It's on half of implementation. I wrote that in notes. I'll disable if i cannot complete until stable sdk.
Check standalone topics for explanations. They are one step ahead for core features.

Re: Version 3.06-TEST (WORK IN PROGRESS BUILDS)

Posted: Sun Feb 26, 2017 8:00 pm
by waltondt
Been testing out the build and works great, it would be awesome if you could see a black and white channel of the noise threshold to me able to help use adaptive sampling more effeciently. I find even on 4x4 it still leaves a lot of spaces noisy even on small thresholds, maybe this could increase even more.

Also love the addition in emission nodes where you just have to click to add the blackbody or texture emission nodes, it would be great if inside of these nodes (inside the texture for example) there could be even more shorcuts, maybe even customize able by user ex. adding the rgb spectrum in the texture emission

Also the ability to add custom shapes into the bokeh effect would be great for artistic effect.

Thanks for all your work!!!

Re: Version 3.06-TEST (WORK IN PROGRESS BUILDS)

Posted: Sun Feb 26, 2017 8:14 pm
by aoktar
waltondt wrote:Been testing out the build and works great, it would be awesome if you could see a black and white channel of the noise threshold to me able to help use adaptive sampling more effeciently. I find even on 4x4 it still leaves a lot of spaces noisy even on small thresholds, maybe this could increase even more.

Also love the addition in emission nodes where you just have to click to add the blackbody or texture emission nodes, it would be great if inside of these nodes (inside the texture for example) there could be even more shorcuts, maybe even customize able by user ex. adding the rgb spectrum in the texture emission

Also the ability to add custom shapes into the bokeh effect would be great for artistic effect.

Thanks for all your work!!!
Did you checked noise pass? It will give lot of visual information about it. Also check this inlifthrill's explanation for usage.
Second, I'm glad that you loved buttons for quick creations. I'm ok with more helpers. I'll check what we can do for next.

Re: Version 3.06-TEST (WORK IN PROGRESS BUILDS)

Posted: Sun Feb 26, 2017 9:27 pm
by mitch.scott
I was getting a weird glitching issue on my Z-Depth and a RLM on one of my projects. It would look that way when it was calculating the samples on several of the multipasses but most wouldn't save that way. I have attached a couple of images of what I am seeing. Let me know if the c4d file would be helpful. I also had an issue where it would just stop rendering. The picture viewer still thought it was rendering but nothing was happening.

Also if you want suggestions I have a few!
-I wish in the Object Tag the object layer didn't have a default value of 1 (maybe 0?). It makes RLM 1 very difficult to use. This goes for the light passes with the light tag or emission texture as well.
-I might be the only one but I wish there was an easier way to visualize the DOF. Something similar to the "Sharp Zone" mode in Frischluft?
I have more, but they revolve around adding in the functionality of the compositing tag which I know isn't "realistic". You can hide objects from the camera already though...

Re: Version 3.06-TEST (WORK IN PROGRESS BUILDS)

Posted: Sun Feb 26, 2017 11:41 pm
by thanulee
I have a weird request. Is it possible to be able to navigate in live viewer with custom shortcuts (instead of alt+mouse maybe ctrl+alt+mouse etc etc)?
thanks

Re: Version 3.06-TEST (WORK IN PROGRESS BUILDS)

Posted: Mon Feb 27, 2017 12:13 am
by thanulee
R18 i get this. It renders fine but the thumb is like this.

Re: Version 3.06-TEST (WORK IN PROGRESS BUILDS)

Posted: Mon Feb 27, 2017 2:20 am
by aoktar
thanulee wrote:R18 i get this. It renders fine but the thumb is like this.

Re: Version 3.06-TEST (WORK IN PROGRESS BUILDS)

Posted: Mon Feb 27, 2017 10:03 am
by Yan
Hi,

Tried to use the new motion blur option with C4D Realflow, and can't make it work.

Can you please explain the workflow?

I have added an Octane Object Tag on the mesher, changed the motion blur to vertex speed and enabled motion blur in camera tag. Do I need to have some input for vertex speed x,y,x?

Re: Version 3.06-TEST (WORK IN PROGRESS BUILDS)

Posted: Mon Feb 27, 2017 1:15 pm
by thanulee
thanulee wrote:I have a weird request. Is it possible to be able to navigate in live viewer with custom shortcuts (instead of alt+mouse maybe ctrl+alt+mouse etc etc)?
thanks
Thanks, what about this? It could save me tones of space navigating in live viewer instead of viewport. The shortcuts though are somehow binded to native c4d ones and i use custom keys to navigate. Thank u !!

Re: Version 3.06-TEST (WORK IN PROGRESS BUILDS)

Posted: Mon Feb 27, 2017 1:17 pm
by aoktar
Yan wrote:Hi,

Tried to use the new motion blur option with C4D Realflow, and can't make it work.

Can you please explain the workflow?

I have added an Octane Object Tag on the mesher, changed the motion blur to vertex speed and enabled motion blur in camera tag. Do I need to have some input for vertex speed x,y,x?
Yes! Need to fill slots with correct matching of vertextags.
Tags for X, Y and Z component of speed vectors.
Please check this image: viewtopic.php?f=85&t=59657&start=30#p305605