Thanks for Explanation vijay.
Yes please check with rest of team is there way to fix main pass in future so we could avoid that limitation.
OctaneRender™ 2020.1 XB2 [superseded by 2020.1 XB3]
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
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Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
We have updated the section regarding vectron volumes in the initial 2020.1 XB1 release post with a Lua script you can use as reference.VVG wrote:hi, dev
Vectron Volumes its something mystical?
how it works? give us example scene pls
1. viewtopic.php?p=373864#p373864
2. viewtopic.php?p=375169#p375169
3. viewtopic.php?p=370185#p370185
thanks
viewtopic.php?f=33&t=73237
Hi Notiusweb, this bug has been fixed for the next release. Thanks for the report.Notiusweb wrote:I found another bug for this build-
If you add Layers to a Material
ie - Material Layer>Layer 1:Diffuse Layer
And then rename them
ie - Material Layer>Layer 1:Blend Color
The name will revert back to the default "Diffuse Layer" upon saving, closing, and re-opening file.
Ideally upon shutting down scene and reopening, the Layer should still have the name "Blend Color"
Hi,
Please OTOY/DEVs look at this very simple ORBX file. in 2019.1.5 it render correctly while in 2020.XB3 it renders BLACK (Universal material)
Please fix it to be correct like in 2019.1.5?
Thanks
Please OTOY/DEVs look at this very simple ORBX file. in 2019.1.5 it render correctly while in 2020.XB3 it renders BLACK (Universal material)
Please fix it to be correct like in 2019.1.5?
Thanks
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- sphere.rar
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Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
This issue has been fixed in the next release (after RC1).linograndiotoy wrote:It looks like we have an issue with UV sets when using Random Walk (thanks Shaun Lee Bishop for reporting it).
Basically the Albedo input in the Random Walk node is able to correctly use UV set 1 only.
Just load the scene in Standalone 2020.1 XB2 and start the preview. The mesh has 2 identical UVs. Everything looks fine when UV set 1 is used: Now change the UVW Projection to UV set 2, and you'll get this: Thanks!