Version 4.0-RC7-R4 (obsolete release candidate) 10.11.2018

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Ron
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aoktar wrote: Could you send me a few examples. So I can check. Thanks.
I used some of the mix mats from liveDB/Stone. I tried the Asphalt and some others - maybe sending those is not necessary?
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aoktar
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Ron wrote:
aoktar wrote: Could you send me a few examples. So I can check. Thanks.
I used some of the mix mats from liveDB/Stone. I tried the Asphalt and some others - maybe sending those is not necessary?
It's OK so. I'll try with some presets.
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Kalua
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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,
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aoktar
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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,
Convert material command. Just select a mix material and call it. Thanks.
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thanulee
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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
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thanulee
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Hello, denoiser on, gives me material glitches and render failures. Or at least i think that is whats happening here. cheers
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thanulee
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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!
Chromfell
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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.
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FxDesign
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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.
Sans-titre-1.jpg
Can you tell if I'm doing something wrong ?

Thank you
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aoktar
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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.
Sans-titre-1.jpg
Can you tell if I'm doing something wrong ?

Thank you
Did you changed with render settings? Show me pls if so!
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