Posts by Micha

    I'm surprised about the good look too. Quite good for real time and so much glass faces!! Thank you for sharing.


    during I adjust the colors of a scene I missed the easy control of Rhino. So, it's difficult to change saturation or intensity only without to change the other values.

    For example at Rhino I think so - I need a redgold, so I choose the right tone from the color wheel, than I change the saturation and the brightness.

    Per Enscape advanced color editor the user can't easy slide through the colors of the color range, he need to adjust R/G/B to find the right color. This is very difficult.

    I hope more than a vote is possible. ;)


    Looks like a selfshadowing (bias) issue of the sun. Maybe it helps if you tell which scene units you are using and is the model in the near of the origin (0,0,0)? Is the model size right like in the real world, it means the building is 50m instead 50cm?

    I had the same problem last that at some portions of the flythrough (a long fly between two key frames only) there was some problematic parts of the scene visible. I very missed a simple slider to move the current position of the camera at the Enscape video editor. So, I could slowly check every position of the camera and adjust/repair the scene. Would it help for you too mlechowicz , did I understand you right?

    Starting the animation per "P" wouldn't help here, since I have a start, an end key only and 15s flytrough.

    Nice experiments and moods. Thank you for sharing it.

    But also an example that the quality isn't enough for a professional use - to much splotches and noise. I hope the team will take attention to it and provide a solution. Thomas Willberger What do you think, is there a chance to push the quality for still renders to avoid this effects? From time to time I run against this limits too and I know, my clients will not like this quality. At V-Ray I would increase the noise threshold and samples.

    Also in this direction - it's a problem that in white mode there is no option to disable special materials like glass and emitters. If this would be there, I could create my wanted outlines per white model mode.

    Simon Weinberger For example the problem is, that the material system is quite limited and it would help a lot, if the user could render different materials and mix them in Photoshop. Proper masks are needed. Also my clients like to test material variations like different colors. They need masks.

    From an users view a bug is a problem and if a problem still exist after one year, than it's very frustrating. Like one year before I can't deliver to my clients the needed mask. It's very hard to be in a tight deadline and to know, it should work, but it doesn't work. OK, there are reason, but after one year ... .

    For example the V-Ray team got it working, the Octane team too. Please try to get it working. If objects share the same material than I could use emitter materials instead the original materials all over the scene and would get a mask rendering. This must be automatic possible.

    I found the output of v2.6 is quite fine too, if outline thickness is set to 0% and the slider moved an invisible tick per right arrow button. The slider shows still 0%, but there is an outline at the saved output. Maybe not so thin like in the past, but maybe usable. I use v2.6preview for my current project and it's quite stable so far I have seen.

    Here an example of a 3000x1500 shot: