export failed due to nodetree?

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Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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export failed due to nodetree?

Postby more3D » Thu Dec 16, 2010 11:11 pm

more3D Thu Dec 16, 2010 11:11 pm
Hi,

I try to render a quick walkcycle in octane, lit-up by two blackbody emissons.

If I understood correctly, I have to save the ocs first from C4D, open it in octane, set up the shadertree, apply the emission nodes by hand - and click on save to overwrite the ocs.
Once back in Cinema4D, I just have to click on render animation.

But at this point I always get a Visual C++ Runtime error in nodegraph.cpp Line: 245

The ocs file seems fine, shows me the correct setup & render when directly opened through octane,
so I´m looking for an answer why it failes when accessed through the C4D plugin?

thanks in advance!
Attachments
bug.jpg
node_tree.jpg
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Re: export failed due to nodetree?

Postby face » Thu Dec 16, 2010 11:26 pm

face Thu Dec 16, 2010 11:26 pm
Use material macros for materials and use it for every material...

face
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Re: export failed due to nodetree?

Postby more3D » Fri Dec 17, 2010 12:24 am

more3D Fri Dec 17, 2010 12:24 am
That doesn´t change anything.
Render properly starts as I open the ocs directly in octane, but crashes when I try to access through the Cinema Plugin.
Visual C++ Runtime error in nodegraph.cpp Line: 245
Even with macros.

Rendering animation generally works fine thorugh the plugin, the crash occures only in conclusion with adding the shadertree to the ocs.
But without the shadertree there are no light emitting black bodies possible for animation purposes.

BTW: I haven´t figured out yet how to rename macros?
Attachments
macro.jpg
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Re: export failed due to nodetree?

Postby abstrax » Fri Dec 17, 2010 12:38 am

abstrax Fri Dec 17, 2010 12:38 am
Face is right, you have to connect each material pin with a node, if you want to use relinking (which happens automatically, when you export from C4D). Or at least have no gap between pins that are connected to nodes. This is a bug in Octane 1.023 and is described here a bit more detailed: viewtopic.php?f=23&t=4272

Next week we're planning to release version 1.023 v5b which fixes this and other problems.

Regarding renaming macros: You can rename nodes/amcros and other stuff in the node inspector. The name right to the type selection combo field is actually an edit field. Just type a new name there.

Cheers,
Marcus
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Re: export failed due to nodetree?

Postby more3D » Fri Dec 17, 2010 12:55 am

more3D Fri Dec 17, 2010 12:55 am
ah... filling all material gaps was the solution.
Thanks face, I misunderstood you.

abstrax, thank you also, but please hurry on 1.023 v5b! :D
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