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Re: Version 3.04.3 (01.11.2016) - Latest stable
Posted: Tue Nov 01, 2016 8:57 pm
by Domenicozzo
I've tried that but it didn't work out, but I've found the problem: Fake shadows has to be ON. Very strange behaviour though, as with the previous version it was off and it rendered the same as this version with FS turned ON. Thank you again, Ahmet
Re: Version 3.04.3 (01.11.2016) - Latest stable
Posted: Tue Nov 01, 2016 9:29 pm
by aoktar
Domenicozzo wrote:I've tried that but it didn't work out, but I've found the problem: Fake shadows has to be ON. Very strange behaviour though, as with the previous version it was off and it rendered the same as this version with FS turned ON. Thank you again, Ahmet
I suppose that fake_shadow should be ON always. Anyway good to see that's sorted.
Re: Version 3.04.1 (22.10.2016)
Posted: Wed Nov 02, 2016 1:47 am
by aoktar
Tag12345 wrote:
Do you think youll ever implement a Convert materials and replace feature, especially for materials in xpresso, that would be helpful for scenes that I have standard C4D materials in and auto-replace with the octane materials
We have "convert materials" command. What's the problem with that?
secondly, will we ever get more light parameters such as being able to have certain lights affect certain objects while not affecting others? This is a big thing that C4D has that I cant exactly do with Octane, as far as Im aware? and shadows,etc
I understand for more professional use, thats where multipasses come in, but still. For doing as much of that in C4D without going outside of that, is nice.
All possible parameters in objects tags. Your requests are not up to plugin devs.
lastly, again with materials, will there ever be a way to maybe have some kind of converter that can convert Octane materials back into C4D materials. My current workflow is within a team in which only I have Octane, and so being able to still be able to share the files to others who dont have octane would be useful.
See sample scripts from c4d/tutorials-help section. It's possible to do everythings by scripts.
Another question, will the alpha channel within the material ever have more options to play with without having to go to things like Photoshop etc?
Noticed that most times with C4D Alpha settings, you can fiddle with the options to get what you need without doing so, and hoping Octane will have that soon.
You can do everythings from c4d about alpha, at least i could. What you could not do?
Re: Version 3.04.3 (01.11.2016) - Latest stable
Posted: Fri Nov 04, 2016 8:03 am
by Tag12345
We have "convert materials" command. What's the problem with that?
Basically, at least when Ive been using it, theres no way to get the textures after conversion to update in xpresso as well.
I have to do this manually, on this current version still.
All possible parameters in objects tags. Your requests are not up to plugin devs
Anyway to get those in charge to see requests, to make this possible!
See sample scripts from c4d/tutorials-help section. It's possible to do everythings by scripts.
Understandable.
You can do everything from c4d about alpha, at least i could. What you could not do?
I just noticed sometimes it would act weird. Maybe something to check, or not.
Re: Version 3.04.3 (01.11.2016) - Latest stable
Posted: Sat Nov 05, 2016 6:44 am
by Tag12345
Also @Aoktar
I noticed Octane ignores meshes if they are under subdivision nurbs?
That with a combination of nulls, cuz I have a rig and have tried a few rigs that have very complex xpresso and subdivision nurbs and they dont appear in the viewer unless I drag it out of the Main Null, which I find very displeasing
I dont know if this is a bug at all, but you can test with the .Lib4d below and see if you can identify why this may be.
Re: Version 3.04.3 (01.11.2016) - Latest stable
Posted: Sat Nov 05, 2016 9:09 am
by Domenicozzo
Good morning, Ahmet: a quick question. Does Octane take in consideration Fog Volume for the AutoFocus Mode? Or it just evaluates objects around?
thank you,
Domenico
Re: Version 3.04.3 (01.11.2016) - Latest stable
Posted: Sat Nov 05, 2016 12:26 pm
by aoktar
Tag12345 wrote:
I noticed Octane ignores meshes if they are under subdivision nurbs?
That with a combination of nulls, cuz I have a rig and have tried a few rigs that have very complex xpresso and subdivision nurbs and they dont appear in the viewer unless I drag it out of the Main Null, which I find very displeasing
I dont know if this is a bug at all, but you can test with the .Lib4d below and see if you can identify why this may be.
Your estimation is not correct here! Here's a problem about layer system and visibility. See image. There something maybe wrong on my codes or not. Don't know yet.
Re: Version 3.04.3 (01.11.2016) - Latest stable
Posted: Sun Nov 06, 2016 9:18 pm
by baghbanikm
why in this version my octane help is not open?
i have c4d r16 but octane r16 plugin is not work . i use octane r 13 for use octane plugin . how fix this problem?
sorry for my awful english
Re: Version 3.04.3 (01.11.2016) - Latest stable
Posted: Sun Nov 06, 2016 9:50 pm
by aoktar
baghbanikm wrote:why in this version my octane help is not open?
i have c4d r16 but octane r16 plugin is not work . i use octane r 13 for use octane plugin . how fix this problem?
sorry for my awful english
In first page there is a manual link(HTML MANUAL). Pls download and extract to c4doctane dir.
Re: Version 3.04.3 (01.11.2016) - Latest stable
Posted: Tue Nov 08, 2016 2:05 pm
by Proxell
Does Octane render support scaling TurbulenceFD Container or not?
Cos Octane render wrong scale or position.
Here is an image:
https://gyazo.com/5aecbd21773fa7005cb57badcfe1d22a
Default redner make this redner correct.