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Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017
Posted: Mon Dec 11, 2017 3:39 pm
by bododge
What about? About problems with OVDMmesher? What's that?
He means the Open VDB Mesher in X-particles 4.
Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017
Posted: Mon Dec 11, 2017 4:41 pm
by bepeg4d
benjaminxo wrote:Hi there,
It looks like the beta version doesn't work with the Vr subscription?
It shows "Could not find the required license".
Is this normal ?
Thanks !
Hi,
please, have a look a couple of page before in this thread:
viewtopic.php?f=85&t=64382&start=70#p327966
ciao beppe
Re: Version 3.08-test6 (TEST VERSION)
Posted: Tue Dec 12, 2017 12:03 pm
by PHM
rodross wrote:Looks like there's a bug with mixtextures. Try putting a mixtexture into the diffuse, put it on an object, and send over with an octane sky (no need for hdr). It does some weird stuff especially when you toss in a dirt shader as the mix amount. Renders half and/or quarters of the image wrong.
I think I can add to this: doing some testing it looks like mix materials in 3.08 break if they've got textures in
and you are using slaves.
On 3.07, with no slaves:
On 3.07, with slaves:
On 3.08, with no slaves:
On 3.08, with slaves:
Here is the material, we have been using it since 3.0:
I haven't had time to try and convert it to an Uber material, but I'm guessing this change has something to do with it?
EDIT: Looks like it is happening in standalone too
viewtopic.php?f=33&t=64362&p=328272#p328267
Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017
Posted: Tue Dec 12, 2017 6:57 pm
by Studio21
Hi Ahmet,
There is a problem with the Xparticles instance ID color in the latest release:
Some particles flicker\colored black as u can see using the instance ID node on the xpemitter. same scene works as expected with 3.07
Using XP4 and the latest r18 version
Best,
Guy
Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017
Posted: Tue Dec 12, 2017 9:38 pm
by aoktar
Studio21 wrote:Hi Ahmet,
There is a problem with the Xparticles instance ID color in the latest release:
xparticles instance id color problem.png
Some particles flicker\colored black as u can see using the instance ID node on the xpemitter. same scene works as expected with 3.07
Using XP4 and the latest r18 version
Best,
Guy
Instance color has problem with indexing in this sdk. Also netrender has some problems.
Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017
Posted: Wed Dec 13, 2017 6:10 am
by zinogino
Noticed getting constant crashes when using the node editor on metal materials.
Tweaking the specular channel and specular map crashes from time to time.
Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017
Posted: Wed Dec 13, 2017 3:24 pm
by Timelinedenmark
Would still love to know how OTOY expect us to use N & K Values in the new metal material. To my knowledge, every single piece of reference is based on separated RGB channels, and not a single value.
For example Copper:
Red channel (0.65 µm): N - 0.27 / K - 3.60
Green Channel (0.55 µm): N - 0.67 / K - 2.62
Blue Channel (0.45 µm): N - 1.31 / K - 2.29
In octane, we have a single N & K value, not 3. It´s the same thing in Standalone version, so not plugin "only" related.
Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017
Posted: Wed Dec 13, 2017 4:14 pm
by rodross
Timelinedenmark wrote:Would still love to know how OTOY expect us to use N & K Values in the new metal material. To my knowledge, every single piece of reference is based on separated RGB channels, and not a single value.
https://refractiveindex.info/
This site is what I use for it.
Re: Version 3.08-test6 (TEST VERSION)
Posted: Wed Dec 13, 2017 4:16 pm
by rodross
PHM wrote:rodross wrote:Looks like there's a bug with mixtextures. Try putting a mixtexture into the diffuse, put it on an object, and send over with an octane sky (no need for hdr). It does some weird stuff especially when you toss in a dirt shader as the mix amount. Renders half and/or quarters of the image wrong.
I think I can add to this: doing some testing it looks like mix materials in 3.08 break if they've got textures in
and you are using slaves.
Yea we had to drop back to 3.07 for now because of this bug. We run 7 slaves. I never thought about it being a netrender issue.
Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017
Posted: Wed Dec 13, 2017 6:44 pm
by Timelinedenmark
rodross wrote:Timelinedenmark wrote:Would still love to know how OTOY expect us to use N & K Values in the new metal material. To my knowledge, every single piece of reference is based on separated RGB channels, and not a single value.
https://refractiveindex.info/
This site is what I use for it.
You do know, that in order to use above link correct (refractiveindex), you have to input the wavelengths for Red, Green and blue right? Otherwise it´s just an IOR.
Try Google "Complex IOR". Every source out there is based on 3 x n & k values. One n & k value for each channel.
How it should look like:
https://support.solidangle.com/display/ ... omplex+IOR
https://docs.chaosgroup.com/display/OSL ... nel+shader