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With fprime and with VPR in 2015.there was a risc of having the preview renderer not showing what the final render would actually render, with 2018. I was under the impression that you Jaxtone was on a newer version than 9.6, but guess I was wrong.what is your experience with VPR? None? and FPrime? those two are probably the Major change that made a huge different in artist tweaking friendlyness. You change the volumetric system from legacy and the new one in the volumetric button and tabs, and accessing hypervoxels also requires adding it through the image processing tab, maybe someone should make a script or something to better and faster invoke it, until new sprites and surface liquids arrives.we still would like to use the hv´s right? There are new nodes that kind of replaces many of the dpont nodes, but I suspect it still really misses a lot of them.Īlso, extruding animations with weight maps with third party plugins like fertilizer, and dpont growth seem to not work anymore, I am not sure if any other node will make it possible to use the weight map for animated growing stuff?Īnd turbulenceFD, works to some degree in 2018, it does however require you to use the old legacy volumetrics, so you can not use it in conjunction with the new global volumetric scattering, so if you would want a nuke going off, then have volumetric lights shine behind it.that is a no no I think.
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What you also need to be aware of, all the material shaders will be gone, the old volumetric preset light will be gone, viper will be gone, dpont nodes dp kit etc will not work, dpont node textures will not work (only the textures that is accessable through the layer node will work, so you can still use dpont rock, and other dpont textures within that, but not as single node textures, but as layered textures within the layer node.but you will not be able to use other nodes and feed in to any input of dpont node textures)
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Nodes work pretty much the same in many cases, it´s more about the new materials that need to be node edited for adding textures, unless you use the old standard material which is available, that will still have the bump and texture "T" channel and acess to standar layering methods, while the new skin, dielectric,Principled BSDF materials.they can all be controllable directly in the material/surface editor.Except for bump and texture maps, you need to enter node graph editor by it´s button or double click the surface to enter the node editor, then adding texture and feed it in.it is a more tedious way rather than just enter a layer system and add the image texture to the layer panel in my mind, it will be more open and flexible in someways.and in other ways not.
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