I used some of the mix mats from liveDB/Stone. I tried the Asphalt and some others - maybe sending those is not necessary?aoktar wrote: Could you send me a few examples. So I can check. Thanks.
Version 4.0-RC7-R4 (obsolete release candidate) 10.11.2018
Moderators: ChrisHekman, aoktar
Master: WIN 10 64bit, i7 4930 4,5 Ghz, 64 GB RAM, 1600 W PSU, 1 TB SSD, 14 TB RAID, 2 x RTX 3090
It's OK so. I'll try with some presets.Ron wrote:I used some of the mix mats from liveDB/Stone. I tried the Asphalt and some others - maybe sending those is not necessary?aoktar wrote: Could you send me a few examples. So I can check. Thanks.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Such a great work, Aoktar!
One question: maybe I missed it, but, where is the "Blend - MIX - whatever" shaders conversor of RC7-R2 function?
Cheers,
One question: maybe I missed it, but, where is the "Blend - MIX - whatever" shaders conversor of RC7-R2 function?
Cheers,
C4D 2025.1.1 Octane 2025.2.1 v1.5.1, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 552.22
https://www.behance.net/PaperArchitect
https://www.behance.net/PaperArchitect
Convert material command. Just select a mix material and call it. Thanks.Kalua wrote:Such a great work, Aoktar!
One question: maybe I missed it, but, where is the "Blend - MIX - whatever" shaders conversor of RC7-R2 function?
Cheers,
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Thanks for the updates. Will universal material completely replace in the future the standard octane one?
Im asking this, cause im very used to it and i really dislike so far the universal approach haha. thanks
Im asking this, cause im very used to it and i really dislike so far the universal approach haha. thanks
Hello, denoiser on, gives me material glitches and render failures. Or at least i think that is whats happening here. cheers
One request if possible:
When i use custom luts, is it possible to have a dropdown from each folder with luts that i select? Would fasten up the process by alot! Cheers mate!
When i use custom luts, is it possible to have a dropdown from each folder with luts that i select? Would fasten up the process by alot! Cheers mate!
Hello. I'm still on RC7, but I doubt this changed in RC7-R2
Running into very bad black artifact on displacement - I have GIFs linked below
GIF 1 - https://imgur.com/a/w0709cT (using complex blend material)
You can see a weird black object. Not a hidden object reflecting, more like ray epsilon problem.
GIF 2 - https://imgur.com/a/Ztc9Vew (using just glossy material with displacement node set to 4k)
Ray episilon does help but also affects the scene as a whole very negatively.
setting displacement to 2K or lower also makes it go away - 4k and 8k lead to this issue.
It also seems to be limited to the absolute 0,0,0 lowest area of displacement map only.
Edit: also affected by U/V amount of tile settings in texture attribute of object in cinema4d, forgot to add.
This wasn't here in RC5 using same texture set, something must have changed there. Might be SDK issue, I don't know.
Running into very bad black artifact on displacement - I have GIFs linked below
GIF 1 - https://imgur.com/a/w0709cT (using complex blend material)
You can see a weird black object. Not a hidden object reflecting, more like ray epsilon problem.
GIF 2 - https://imgur.com/a/Ztc9Vew (using just glossy material with displacement node set to 4k)
Ray episilon does help but also affects the scene as a whole very negatively.
setting displacement to 2K or lower also makes it go away - 4k and 8k lead to this issue.
It also seems to be limited to the absolute 0,0,0 lowest area of displacement map only.
Edit: also affected by U/V amount of tile settings in texture attribute of object in cinema4d, forgot to add.

This wasn't here in RC5 using same texture set, something must have changed there. Might be SDK issue, I don't know.
Windows 10 Pro -- RTX 2070 x 3 -- Ryzen 1920X, 32GB -- Blender, Standalone, Cinema4D
Hello Aoktar,
I'm in a situation where the render in the live viewer is different than the picture viewer.
Let me explain
With Xparticles, I'm emitting particles from a shader, then I'm meshing these particles with an Ovdbmesher.
I'm using the vertex color tag in the diffuse to have the vdb colored. In the LV no problem, but in the final render, the Ovbmesher has no color.
Here is a preview of my workflow. Can you tell if I'm doing something wrong ?
Thank you
I'm in a situation where the render in the live viewer is different than the picture viewer.
Let me explain
With Xparticles, I'm emitting particles from a shader, then I'm meshing these particles with an Ovdbmesher.
I'm using the vertex color tag in the diffuse to have the vdb colored. In the LV no problem, but in the final render, the Ovbmesher has no color.
Here is a preview of my workflow. Can you tell if I'm doing something wrong ?
Thank you
Did you changed with render settings? Show me pls if so!FxDesign wrote:Hello Aoktar,
I'm in a situation where the render in the live viewer is different than the picture viewer.
Let me explain
With Xparticles, I'm emitting particles from a shader, then I'm meshing these particles with an Ovdbmesher.
I'm using the vertex color tag in the diffuse to have the vdb colored. In the LV no problem, but in the final render, the Ovbmesher has no color.
Here is a preview of my workflow. Can you tell if I'm doing something wrong ?
Thank you
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw