Version 3.08.2-R3 (obsolete stable)

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aoktar
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thanulee wrote:Hi, this happens in 3.07 as well. If i use random color on a cloner, and i start my render while my timeline is not at 0, the colors are different every time.
This also happens if i stop a render queue and resume it. Is that a known issue? ty
It depends to number of clones in scatter. Stop to use it and go with instanceColor.
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thanulee
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Ok, so random color is depreciated? thanks
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aoktar
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thanulee wrote:Ok, so random color is depreciated? thanks
Not depreciated, but seems like it's not for your scene setup!
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aoktar
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stefano-dear wrote:Hi,

in this release the function "remove duplicated materials" doesn't work? :roll:

best regards
Stefano
I've uploaded 3.08.2-R3 for fixing this and other problems.
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Ron
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aoktar wrote:
I've uploaded 3.08.2-R3 for fixing this and other problems.
Thank you for fixing this faster as expected :-)
You are awesome!
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tomsvfx
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Hi Aoktar, in 3.08.2-R3 C4DR17/Win10, I have this wierd bug, after every time I render in PV my render Kernel switches to Infochannels renderer,
It's realy annoing and i'm wasting a lot of time because of wasted render time, didnt had this issue before.
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aoktar
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tomsvfx wrote:Hi Aoktar, in 3.08.2-R3 C4DR17/Win10, I have this wierd bug, after every time I render in PV my render Kernel switches to Infochannels renderer,
It's realy annoing and i'm wasting a lot of time because of wasted render time, didnt had this issue before.
Could you send me a sample scene?
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tomsvfx
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It's happening in all the scenes I'm using.
But I can send you in PM the scene, its realy a small scene.

Im not 100% sure if that is releated to rendering in PV, but it gets triggered somehow all the time, but after rendering in PV, is when I notice that mostly.
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aoktar
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tomsvfx wrote:It's happening in all the scenes I'm using.
But I can send you in PM the scene, its realy a small scene.

Im not 100% sure if that is releated to rendering in PV, but it gets triggered somehow all the time, but after rendering in PV, is when I notice that mostly.
Please send me!
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thanulee
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Hi voronoi fracture vertex map selections do not work. Just do a sphere, add voronoi, check "edge vertex map". Then apply this map in diffuse or mix texture and its not working.
Can u confirm? ty

edit: only if i make editable voronoi and assign each vertex map to each fragment, which ofc is out of the question :D
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