Cinema4D version 2021.1-RC2(R3) (Current 2021) 04.10.2021

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Cinema4D version 2021.1-RC2(R3) (Current 2021) 04.10.2021

Postby aoktar » Fri Sep 17, 2021 5:05 pm

aoktar Fri Sep 17, 2021 5:05 pm
Hi all,
This is the updated WIP plugin build based on first release candidate 2021.1-RC2 SDK. There's still missing parts for implementation. They will be completed in next builds.
Please do not use this build for any commercial work, it's under your risk. Any feedback will be much appreciated. Enjoy it!

Make sure to use a NVIDIA Studio driver with version at least 456.38 on Windows. No driver updates are required for macOS 10.13 (CUDA).

This version supports the new NVIDIA Ampere architecture on Windows and Linux. Kepler cards with compute model lower than 3.5 are just supported on macOS.

For CORE improvements please check the following Standalone link.
This is the matching Standalone: OctaneRender™ 2021.1 RC2.

Changes for 2021.1-RC2(R3) plugin
- Better camera mapping with stacked materials
- Improvements on AOV manager
- Added 'takes' support for LV's manipulations and node editor editing

Changes for 2021.1 RC2 plugin
- Some modifications on render AOVs(AKA render passes) and added a manager

For core changes see the Standalone topic.


What's new in 2021.1

[*] Added "Curvature texture" which maps the local curvature of a geometry to the range of [0 .. 1], where no curvature results in 0 (black) and high curvature in 1 (white). In comparison to the dirt texture, you can limit the curvature detection to convex or concave curves or include both of them. The calculated curvature is also more consistent at small sample counts. You can then use a gradient map node to convert the curvature texure value to into something more exciting, as in the example below:
Image
[*] Added option "Edge tint" that allows you to tint the reflections for glancing angles on metallic and universal materials and metallic material layers. This only applies to the artistic and IOR + color modes.
[*] Added blend mode "Reoriented normal" to the composite texture. The idea of that blend mode is described here. This example scene shows the difference between just adding the normal textures (which internally adds the deviations from the undestorted normal) and using that blend mode in the compositing texture. As you can see, the difference is not overly dramatic, but noticable:
Image[/list]

Geometry

  • Improved support for RTX hardware ray tracing including accelerated instance motion blur on Ampere GPUs
  • UV surface tangents are now interpolated if the material has anisotropy set to a value != 0, to avoid visible facets in stretched highlights
  • A node to create a surface SDF from a mesh node which can then be combined with other SDFs using the Vectron operators
  • Improved Scatter on surface to provide more control for placing scattered objects

Volumes

  • Improved rendering of overlapping volumes and increased the number of volumes allowed to overlap in one location to 16
  • Added support for light-linking of volumes
  • Improved rendering of transparent surfaces inside volumes
  • Added support for user instance IDs to volume rendering
  • Added support for volumes in Cryptomatte AOVs

Materials/rendering

  • Clipping material
  • Added a new energy preserving GGX BRDF model
  • Improved Hair material
  • Improved AI Light rendering

Textures

  • New texture nodes
  • New projection nodes

Color processing

  • Added the ability to specify a color space for textures
  • Added wide-gamut support for textures
  • Added the ability to specify the white point for spectral colors
  • More accurate color processing across the board
  • Switched to OCIO v2

Render AOVs

  • Refactored render AOVs
  • Added custom AOVs
  • Added ability to write object layer masks and material masks to custom AOVs
  • Added capture texture to write textures into custom AOVs
  • Added global texture AOVs

Output AOVs

  • A node to mix light passes
  • New output AOV nodes providing additional operations

Note that for plugin implementation

  • Render passes are replaced with Render AOVs. So old passes selection is gone, there will be a convert function to keep they are converted to new system.
  • Also mesh SDF functionality is missing.
  • And some parts of UI is not perfected yet.
  • Multi vertexmaps may not work, it's a known issue.

Please read the rest of the changes/features list in the OctaneRender™ 2021.1 XB1 topic.

WINDOWS ENTERPRISE BUILD (R15-25)
https://render.otoy.com/customerdownloa ... R3-win.rar

WINDOWS SUBSCRIPTION(Studio) BUILD (R15-25)
https://render.otoy.com/customerdownloa ... R3-win.rar

OSX ENTERPRISE BUILD (R15-25)
Not available yet.

OSX SUBSCRIPTION(Studio) BUILD (R15-25)
Not available yet.
Last edited by aoktar on Wed Nov 03, 2021 8:11 pm, edited 6 times in total.
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Re: Cinema4D version 2021.1 RC2 (Current 2021.1) 17.09.2021

Postby eyeonestudio » Fri Sep 17, 2021 6:50 pm

eyeonestudio Fri Sep 17, 2021 6:50 pm
Thank You. RC2... :)
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Re: Cinema4D version 2021.1 RC2 (Current 2021.1) 17.09.2021

Postby cjadams » Fri Sep 17, 2021 8:20 pm

cjadams Fri Sep 17, 2021 8:20 pm
Any issues with nvidia driver 510.10 by chance? Redshift is working but not octane.. I have tried both the stable and this build just black screen with no memory usage and no progress.
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octanelog_report.zip
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OCFail1.png
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Re: Cinema4D version 2021.1 RC2 (Current 2021.1) 17.09.2021

Postby cjadams » Fri Sep 17, 2021 8:51 pm

cjadams Fri Sep 17, 2021 8:51 pm
As a followup.. if i disable RTX.. things work as normal.
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Re: Cinema4D version 2021.1 RC2 (Current 2021.1) 17.09.2021

Postby aoktar » Fri Sep 17, 2021 8:59 pm

aoktar Fri Sep 17, 2021 8:59 pm
cjadams wrote:Any issues with nvidia driver 510.10 by chance? Redshift is working but not octane.. I have tried both the stable and this build just black screen with no memory usage and no progress.

It's working without errors in your picture. But you didn't put any textures in to environment as I believe and have you tried to add different lights/etc... before asking?
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Re: Cinema4D version 2021.1 RC2 (Current 2021.1) 17.09.2021

Postby cjadams » Fri Sep 17, 2021 10:19 pm

cjadams Fri Sep 17, 2021 10:19 pm
aoktar wrote:
cjadams wrote:Any issues with nvidia driver 510.10 by chance? Redshift is working but not octane.. I have tried both the stable and this build just black screen with no memory usage and no progress.

It's working without errors in your picture. But you didn't put any textures in to environment as I believe and have you tried to add different lights/etc... before asking?



I do have an HDRI env in there providing lighting.
Here is 2 screenshots. just changing the checkbox RTX on/off being the only change - when i turn RTX on.. things don't actually render and are black.
Far as i can tell it just doesn't start.. - Driver 510.10 Nvidia 2070 Super
Attachments
nvidia.png
octane_RTX_ON.png
octane_RTX_OFF.png
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Re: Cinema4D version 2021.1 RC2 (Current 2021.1) 17.09.2021

Postby jayroth2020 » Fri Sep 17, 2021 10:59 pm

jayroth2020 Fri Sep 17, 2021 10:59 pm
Hello cjadams, I have just tried this with a similar setup and all good. I recommend you roll back your NVidia driver...
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Re: Cinema4D version 2021.1 RC2 (Current 2021.1) 17.09.2021

Postby cjadams » Fri Sep 17, 2021 11:09 pm

cjadams Fri Sep 17, 2021 11:09 pm
I may not be able to at the moment. Think there is only 1 out for this windows 11 build. i'm just trying to think if there's anything else that might be other than that - which driver version are you on? - I can always try the ddu shuffle and see if your version works
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Re: Cinema4D version 2021.1 RC2 (Current 2021.1) 17.09.2021

Postby jayroth2020 » Fri Sep 17, 2021 11:55 pm

jayroth2020 Fri Sep 17, 2021 11:55 pm
Oh, this is Windows 11, I see. I am on Windows 10; studio driver 462.31
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Re: Cinema4D version 2021.1 RC2 (Current 2021.1) 17.09.2021

Postby cjadams » Sat Sep 18, 2021 12:28 am

cjadams Sat Sep 18, 2021 12:28 am
Turns out the one i'm on is 471.68
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