Version 3.06-TEST4.1 (WORK IN PROGRESS BUILDS)

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Version 3.06-TEST4.1 (WORK IN PROGRESS BUILDS)

Postby aoktar » Thu Mar 23, 2017 6:21 pm

aoktar Thu Mar 23, 2017 6:21 pm
Here is new topic for version 3.06. This is still WORK IN PROGRESS and based on a TEST SDK( 3.06-TEST4).. And I don't recommend it for COMMERCIAL jobs at the moment.

You can find a detailed description of the new 3.06 features of Standalone in this thread: viewtopic.php?f=33&t=60014

Changes since 3.05.3
- NODE EDITOR improvements for daily usage and addons as insert in insert/extract/delete, groupping(aka. nodegraph), snapping. Slide left buttons with RMB or wheel
- Node Editor: Support for drag/drop from/to content browser. Saving as presets. Several fix/improvements.
- Fix for name/layer tab for nodes.
- Fixes on motion blur engine.
- Increased texture inputs to 64 in gradient.
- Add/Subtract/Compare/Triplanar nodes has been added.
- Displacement: Filter parameters.
- Adaptive sampling added. Noise pass is activated when it's selected. See for detailed explanation: https://inlifethrill.com/adaptive-sampl ... ne-render/
- Camera bokeh parameters.
- New Motion blur option for generating motion blur from speed vector of vertices. This will allow to generate motion blur on fluid meshes, etc... It's tested with latest RealFlowC4D plugin and worked well.
It's possible to link the Vertexmaps as component of vertex speed vector. It requires three vertexmap for X,Y,Z component of vertex speed.
- Bug fixes, small improvements for several stuff.
- Performance improvement on algorithm for movable geometries
- Texture caching (can be switchable by a caching paramater in settings/other). Any images in materials will be kept alive for Octane caching mechanism. So after usage of images in materials that will not be reloaded for later usages. Effect is faster material creations with images which are in cache. Caching will be resetted when active scene switched or closed.
- Fix: Alpha in z-depth passes.
- Fix: Update issue on TextureTag/Camera Mapping
- Token support for saving octane passes
- Performance fix for unnecessary cpu shading of octane materials in octane rendering
- Performance improvement on particle_engine for x-particles with motion blur
- Shadow pass added
- Fix: silently closed docs when vprender started


WINDOWS REGULAR TEST-4.1 BUILD
https://render.otoy.com/customerdownloa ... .1-win.zip

OSX REGULAR TEST-4 BUILD
https://render.otoy.com/customerdownloa ... Macosx.zip


WINDOWS SUBSCRIPTION TEST-4.1 BUILD
https://render.otoy.com/customerdownloa ... .1-win.zip

OSX SUBSCRIPTION TEST-4 BUILD
https://render.otoy.com/customerdownloa ... Macosx.zip




OctaneRender™ Standalone 3.06 TEST4
viewtopic.php?f=33&t=60354


Requirements:
-You'll need to update your Cinema 4D to latest versions(16.050, 17.053 or 18.039). Otherwise the plugin will not work and not appear in menus.
-Internet connection for activation, be sure that C4D and Octane will not be blocked by firewall and any antivirus software.
-Updated Nvidia drivers(at least 344.x(Cuda 8.0)


MANUALS: (extract to c4doctane dir.)
Offline HTML: https://render.otoy.com/plugindownloads ... ual-V3.zip
Online manual: https://docs.otoy.com/#60Octane%20Rende ... r%20Manual

V3 SAMPLE SCENES SET(make a request if you need any spesific sample)
https://render.otoy.com/plugindownloads ... scenes.rar

See this topic for some partial samples: viewtopic.php?f=85&t=53989

CINEMA 4D TUTORIALS SECTION: viewforum.php?f=87

CHANGE LOG: https://docs.otoy.com/#60Change%20log



Installation
First remove all octane related stuff from plugins and main folder of Cinema4D.

Extract all files to Cinema4D\plugins\c4dOctane directory.
Also download manual.zip and extract to c4dOctane directory if it's not available in place.

There are a few files for each one is for different Cinema4D version. Remove all except the file is for your version.
Ex. if you have Cinema4D R16.0, keep only "c4dOctane-r16.cdl64" and delete c4dOctane-r15.cdl64, c4dOctane-r14.cdl64, etc..

Cinema 4D Release 13: c4dOctane-r13.cdl64
Cinema 4D Release 14: c4dOctane-r14.cdl64
Cinema 4D Release 15: c4dOctane-r15.cdl64 or c4doctane_R15_demo.dylib
Cinema 4D Release 16: c4dOctane-r16.cdl64 or c4doctane_R16_demo.dylib
Cinema 4D Release 17: c4dOctane-r17.cdl64 or c4doctane_R17_demo.dylib
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Re: Version 3.06-TEST4 (WORK IN PROGRESS BUILDS)

Postby eyeonestudio » Thu Mar 23, 2017 7:17 pm

eyeonestudio Thu Mar 23, 2017 7:17 pm
Wow Thanks... T4 :P

1st Report : Alt Gesture Insert : Not Working

11.png
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Re: Version 3.06-TEST4 (WORK IN PROGRESS BUILDS)

Postby pxlntwrk » Thu Mar 23, 2017 9:27 pm

pxlntwrk Thu Mar 23, 2017 9:27 pm
Hi,

thanks for fast releasing. as usual ;)

There is a reason why the "ref shader" to be scheduled in c4d part ?
Image

Otherwise I just finished a job on a huge archviz model with the previous version (3.06-test3.1) and I have nothing to declare apart that I had no problems at all for 2 weeks :D .

ps/
eyeonestudio wrote:Wow Thanks... T4 :P

1st Report : Alt Gesture Insert : Not Working


Image

It seems that it works here ...
Last edited by pxlntwrk on Thu Mar 23, 2017 9:38 pm, edited 1 time in total.
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Re: Version 3.06-TEST4 (WORK IN PROGRESS BUILDS)

Postby aoktar » Thu Mar 23, 2017 9:38 pm

aoktar Thu Mar 23, 2017 9:38 pm
eyeonestudio wrote:Wow Thanks... T4 :P

1st Report : Alt Gesture Insert : Not Working

11.png

Sometimes it's not working on start. Try to close open Node Editor or do somethings and try again.
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Re: Version 3.06-TEST4 (WORK IN PROGRESS BUILDS)

Postby aoktar » Thu Mar 23, 2017 9:40 pm

aoktar Thu Mar 23, 2017 9:40 pm
pxlntwrk wrote:Hi,

thanks for fast releasing. as usual ;)

There is a reason why the "ref shader" to be scheduled in c4d part ?
Image

Otherwise I just finished a job on a huge archviz model with the previous version (3.06-test3.1) and I have nothing to declare apart that I had no problems at all for 2 weeks :D .

ps/
eyeonestudio wrote:Wow Thanks... T4 :P

1st Report : Alt Gesture Insert : Not Working


Image

It seems that it works here ...


Great to hear! I'm still forcing my brain to fix/change or improve small things on every possible sections. And on interactivity performance. So i wish to keep it as test for a while until i get conviced.
Btw somebody wished to see refShader in list. That's why.
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Re: Version 3.06-TEST4 (WORK IN PROGRESS BUILDS)

Postby pxlntwrk » Thu Mar 23, 2017 10:18 pm

pxlntwrk Thu Mar 23, 2017 10:18 pm
re,

Is the "Refshader" c4d native ?
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Re: Version 3.06-TEST4 (WORK IN PROGRESS BUILDS)

Postby aoktar » Thu Mar 23, 2017 10:31 pm

aoktar Thu Mar 23, 2017 10:31 pm
pxlntwrk wrote:re,

Is the "Refshader" c4d native ?


Not from native or octane. It's from me. I added in first times of octane to use for linking textures. We did not had Node Editor to do this.
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Re: Version 3.06-TEST4 (WORK IN PROGRESS BUILDS)

Postby pxlntwrk » Thu Mar 23, 2017 10:57 pm

pxlntwrk Thu Mar 23, 2017 10:57 pm
Ok thanks for answer (its an Aoktar native one ;) )
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Re: Version 3.06-TEST4 (WORK IN PROGRESS BUILDS)

Postby stefano-dear » Fri Mar 24, 2017 7:37 am

stefano-dear Fri Mar 24, 2017 7:37 am
Hi aoktar!!

First of all, thank you very much for you work!!

It is normal that now I see the node editor over the Live Preview?
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Schermata 2017-03-24 alle 08.34.17.jpg
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Re: Version 3.06-TEST4 (WORK IN PROGRESS BUILDS)

Postby milanm » Fri Mar 24, 2017 7:52 am

milanm Fri Mar 24, 2017 7:52 am
@aoktar @pxlntwrk

I love Refshader !

I still use it to link node editor to environement texture and "paint" my HDRs with image lights and gradients before I bake them to a single HDR. It doesn't update as fast but it works! There's a quick tip for you. :)

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