Cinema4D version 2022.1-XB4-(R2) (Experimental) 18.10.22

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Re: Cinema4D version 2022.1-XB4-(R2) (Experimental) 18.10.22

Postby SSmolak » Sun Oct 23, 2022 4:54 pm

SSmolak Sun Oct 23, 2022 4:54 pm
Crash while removing node connected between Noise and Scatter. Also why this configuration completely doesn't work ?

scatter_crassh.jpg


Can we have working world space projection in C4D CPU noises in Scatter ? At the moment it works only on object/UV space so if we have great looking Scatter preset for grass for example it looks totally different using it on different objects size.
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Re: Cinema4D version 2022.1-XB4-(R2) (Experimental) 18.10.22

Postby zantell1 » Mon Oct 24, 2022 5:36 pm

zantell1 Mon Oct 24, 2022 5:36 pm
macOS 12.3.1(M1 cpu) BUILD (R25-R26/R2023)
https://render.otoy.com/plugindownloads ... R3_OSX.zip


Hey Aoktar are there any plans to release this build for 2023 on M1 Mac?

Thanks!
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Re: Cinema4D version 2022.1-XB4-(R2) (Experimental) 18.10.22

Postby Sirajhassan » Mon Oct 24, 2022 8:17 pm

Sirajhassan Mon Oct 24, 2022 8:17 pm
aoktar wrote:Hi all,
This is the latest experimental plugin build based on experimental 2022.1-XB4 SDK. Any feedback will be much appreciated. Enjoy it!
This is the SDK matching OctaneRender® 2022.1 XB 4.

As with all experimental builds, we advise to not use this release for production purposes. We are trying to, but we can't guarantee that scenes saved with this version will be compatible in future releases. Please note that because of the active development, there are several limitations outlined below.

Make sure to use a NVIDIA Studio driver with version at least 456.38 on Windows.

2022.1-XB4-(R2) plugin revisions
  • Fix the delay "faster material previews" option
  • Layer support on Material Convert command

2022.1-XB4 plugin revisions
  • Improved viewport texture performance. New caching and threaded method is activated for faster creation/storing for scene loading and material editing. You can change it by "Faster viewport textures" in settings/other panel.
  • Removed: OLD_VOLUME_BEHAVIOR/USE_OLD_COLOR_PIPELINE from kernels
  • Removed: MAX_UPSAMPLING_INTERVAL from camera imagers
  • Added "use groups" parameter to Object tag for enable/disable the xpEmitter+groups usage
  • New texture nodes
  • New compatibility modes on some nodes. See standalone topic for details

And lot of fixes/addons from the core. See standalone topic for details.


IN ANY CRASH CASE PLEASE DO THESE!!!
If you see CUDA errors follow 1,2,3,4.
1- Use NVIDIA STUDIO drivers, not Game Ready versions. If you have stability issues try different drivers, some of them could cause instability issues. Make a clean install while doing this to be sure previous files completely removed.
2- Check GPU frequency. Overclocking would cause instability issues
3- Check PSU. Insufficient power output would cause instability issues
4- Check the free amount of GPU's VRAM and system's RAM while working. Low VRAM will/may cause CUDA errors. Be aware of some generator objects will have different triangle count in Picture Viewer than Live Viewer. It’s like “editor/render” parameter. Just try to use the same value. Also try to optimize your scene for polygon count, even use smaller images. Try to use Octane texture nodes rather than using C4D texture/shaders.
Alternatively, use V4 and Out-of-core(OOC) function. Increase RAM for OOC and It should not exceed physical RAM amount. Check TDR value and increase if it's necessary.
5- If you see C4D crashes without CUDA errors, then send us bugreport.zip, screen-shots and video capture to show process and crash moment. Also please send us a sample scene in a format of C4D or ORBX to let us investigate and test it. Alternatively, try to delete/hide some objects/materials until crash gone away. If you find what's causing crashes, send us a sample scene to let us for investigating and bring a fix or solution.
Thanks for helping the development by your feedbacks! It’s impossible to quickly catch every case without user feedbacks! It’s the same procedure as other companies do like Maxon/etc...



WINDOWS ENTERPRISE BUILD (R15-26/R2023)
https://render.otoy.com/customerdownloa ... R2_win.rar

WINDOWS SUBSCRIPTION(Studio) BUILD (R15-26/R2023)
https://render.otoy.com/customerdownloa ... R2_win.rar


macOS 12.3.1(M1 cpu) BUILD (R25-R26/R2023)
https://render.otoy.com/plugindownloads ... R3_OSX.zip


Please note the macOS build below will only work correctly on macOS 12.3.1 and newer, and only on Apple Silicon.
Also node previews are working with new style. Switch to old style and use from Node editor menu until we fix it.

Requirements:
-You'll need to update your Cinema 4D to latest versions(R16.050, R17.053, R18.057, R19.053, R20.057, R21.115, S22.118, R23.110, R24.111, R25.117, R26.107). 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 the firewall and any antivirus software.
-Nvidia drivers at least Nvidia Studio Drivers(minimum 456.38) and be careful with latest Game Ready drivers which can cause cuda errors. Stay with stable one for you.


ONLINE HELP MANUAL
Use embedded help buttons from Octane nodes and windows
or from link: https://docs.otoy.com/cinema4d/OctaneRe ... ema4D.html


Installation
First, remove all octane related stuff from plugins and the 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 R18.0, keep only "c4dOctane-r18.cdl64" and delete c4dOctane-r17.cdl64, c4dOctane-r16.cdl64, c4dOctane-r15.cdl64, etc..


Does the Mac version works with Mac OS Ventura and C4D 2023 ? I used R27 version in C4D 2023 getting a weird CUDA device not found error when running without Rosetta enabled.
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Re: Cinema4D version 2022.1-XB4-(R2) (Experimental) 18.10.22

Postby aoktar » Mon Oct 24, 2022 9:02 pm

aoktar Mon Oct 24, 2022 9:02 pm
zantell1 wrote:
macOS 12.3.1(M1 cpu) BUILD (R25-R26/R2023)
https://render.otoy.com/plugindownloads ... R3_OSX.zip


Hey Aoktar are there any plans to release this build for 2023 on M1 Mac?

Thanks!

Yes but doesn't have it yet.
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Re: Cinema4D version 2022.1-XB4-(R2) (Experimental) 18.10.22

Postby aoktar » Mon Oct 24, 2022 9:40 pm

aoktar Mon Oct 24, 2022 9:40 pm
SSmolak wrote:Crash while removing node connected between Noise and Scatter. Also why this configuration completely doesn't work ?

scatter_crassh.jpg


Can we have working world space projection in C4D CPU noises in Scatter ? At the moment it works only on object/UV space so if we have great looking Scatter preset for grass for example it looks totally different using it on different objects size.

1-OSL is GPU based and it will not work with Scatter object. It can only use the CPU shaders.
2-We can't because of performance issues and design of it.
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Re: Cinema4D version 2022.1-XB4-(R2) (Experimental) 18.10.22

Postby aoktar » Mon Oct 24, 2022 9:40 pm

aoktar Mon Oct 24, 2022 9:40 pm
Sirajhassan wrote:Does the Mac version works with Mac OS Ventura and C4D 2023 ? I used R27 version in C4D 2023 getting a weird CUDA device not found error when running without Rosetta enabled.


Not sure but probably will not work. It's compiled for OSX 12.0
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Re: Cinema4D version 2022.1-XB4-(R2) (Experimental) 18.10.22

Postby Sirajhassan » Tue Oct 25, 2022 8:09 am

Sirajhassan Tue Oct 25, 2022 8:09 am
aoktar wrote:
Sirajhassan wrote:Does the Mac version works with Mac OS Ventura and C4D 2023 ? I used R27 version in C4D 2023 getting a weird CUDA device not found error when running without Rosetta enabled.


Not sure but probably will not work. It's compiled for OSX 12.0


Can you please point me to the latest stable for Mac OS and do we still need to enable Rosetta for it to work?
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Re: Cinema4D version 2022.1-XB4-(R2) (Experimental) 18.10.22

Postby SSmolak » Tue Oct 25, 2022 4:47 pm

SSmolak Tue Oct 25, 2022 4:47 pm
aoktar wrote:2-We can't because of performance issues and design of it.


and how about sliders for different effectors in Scatter like it is in C4D Cloner ? It would help layering different Scatters within one objects using only the same effectors.
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Re: Cinema4D version 2022.1-XB4-(R2) (Experimental) 18.10.22

Postby aoktar » Tue Oct 25, 2022 6:53 pm

aoktar Tue Oct 25, 2022 6:53 pm
SSmolak wrote:
aoktar wrote:2-We can't because of performance issues and design of it.


and how about sliders for different effectors in Scatter like it is in C4D Cloner ? It would help layering different Scatters within one objects using only the same effectors.

probably possible if GUI gives me the control
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Re: Cinema4D version 2022.1-XB4-(R2) (Experimental) 18.10.22

Postby SSmolak » Tue Oct 25, 2022 9:31 pm

SSmolak Tue Oct 25, 2022 9:31 pm
aoktar wrote:2-We can't because of performance issues and design of it.


I don't know if you noticed but as I remember when I tested Scatter compared to Cloner last year Scatter was way faster mainly while preprocessing scene before render. At the moment they are equally the same in the term of speed while using tens of thousands clones.
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