Cinema4D version 2023.1-Beta1-[R1] 20.07.2023

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aoktar
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SSmolak wrote:Hue parameter from Color Correction node doesn't work at all.
It works, range changed in 2023. -1,+1 transformed to -180,+180
UI is not yet perfectly adopted for slider range.
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Amaterasu
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Can you help with this, everything was working, but at a point it stopped
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special.agent1990
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aoktar wrote:I've updated the build to Beta 1 version. Enjoy it!
Thanks for the update, here are a few issues I noticed:

1- In the Standard Surface material, increasing the "Bump Height" value from a certain point would cause a weird effect where it looks like two textures with a slight offset in position are used for the bump map input.

2- In the Standard Surface material, in the base layer, the default "diffuse BRDF model" is set to Octane, please change the default "diffuse BRDF model" in the Standard Surface to "Lambertian" or "Oren-Nayar".

3- In the Standard Surface material, the default "weight" in the "Base Layer" is set to 0.8, in most cases, this value needs to be 1, so it would be useful if it is set to 1 by default without having to change it to 1 every time you add a Standard Material to the scene.

4- there is an issue with the "sub_material" as well, when you change the material type to standard surface in the sub_material, it uses "Octane" diffuse BRDF model and there is no way to change it to "Lambertian" or "Oren-Nayar".

Thanks
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aoktar
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special.agent1990 wrote:
aoktar wrote:I've updated the build to Beta 1 version. Enjoy it!
Thanks for the update, here are a few issues I noticed:

1- In the Standard Surface material, increasing the "Bump Height" value from a certain point would cause a weird effect where it looks like two textures with a slight offset in position are used for the bump map input.

2- In the Standard Surface material, in the base layer, the default "diffuse BRDF model" is set to Octane, please change the default "diffuse BRDF model" in the Standard Surface to "Lambertian" or "Oren-Nayar".

3- In the Standard Surface material, the default "weight" in the "Base Layer" is set to 0.8, in most cases, this value needs to be 1, so it would be useful if it is set to 1 by default without having to change it to 1 every time you add a Standard Material to the scene.

4- there is an issue with the "sub_material" as well, when you change the material type to standard surface in the sub_material, it uses "Octane" diffuse BRDF model and there is no way to change it to "Lambertian" or "Oren-Nayar".

Thanks
nr.2 and nr.4 will be fixed. But nr.1 is Core related for my opinion. And weight is 0.8 in standalone too. There should be a reason to have it, don't know it!
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anklove
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Hello, can anyone please show how does volumetric analytic lights work? Maybe sample scene or screenshots or short tutorial?
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special.agent1990
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aoktar wrote:I've updated the build to Beta 1 version. Enjoy it!
There is an issue with the Direct light.
Direct Light has a fixed orientation, rotating it does not change its direction.
sethRichardson
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Texture scaling on greyscale image textures is broken.

Grayscale image texture set to a scale of 0.010 is on the left. A normal of the same exact texture at a scale of 0.010 on the right.

The right side is correct, the left side is incorrect.

Image
special.agent1990
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There is an issue in the Jittered Color node.
The Hue Range values do not work, it must be because the range has changed in 2023 from -1+1 to -180+180, but the slider only allows values between -1 to +1.
MyDearestHao
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Hello, can the subsequent new version of the global fog layer output multi-channel? The result of the current test is that it cannot be recognized by the post layer.
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aoktar
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sethRichardson wrote:Texture scaling on greyscale image textures is broken.

Grayscale image texture set to a scale of 0.010 is on the left. A normal of the same exact texture at a scale of 0.010 on the right.

The right side is correct, the left side is incorrect.

Image
I don't think that's broken for any type of images as you told. Please give a scene to let us to check what you have.
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