Do standard C4D multi passes work at all?

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

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robleger
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I'm starting to understand the general way the Octane engine is integrated...

Is it correct that basically all multipass channels like reflection, specular, shadows etc. don't work when I render an Octane scene, because the Octane engine lives in its own world inside C4D?

If so, will the Deep Channel kernel offer those kind of passes in the future?
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robleger wrote:I'm starting to understand the general way the Octane engine is integrated...

Is it correct that basically all multipass channels like reflection, specular, shadows etc. don't work when I render an Octane scene, because the Octane engine lives in its own world inside C4D?

If so, will the Deep Channel kernel offer those kind of passes in the future?

It passes the multipass channels off to the C4D engine after each frame renders. So set up your multi passes as normal.

For the RGBA pass, it will use the Octane render
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aoktar
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alpha, zbuffer, matID, normals are coming from Octane render buffers. Others is generated by standart renderer. Octane hasn't shadow, reflection, etc. except the channels in deep channel kernels.
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robleger
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So, like this?
Did I miss something?
link.jpg
Edit

Oops. "Alpha from Directlighting" has nothing to do with "Deep Channel".
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robleger
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I have a problem with the quality of the multi passes.

When I render via Directlighting with high samples and activate the multi passes as described before, the multi passes are rendered with low samples (even when I set them high as well in the Deep Channel settings):
samples.jpg
What am I doing wrong?
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For quality, need to set maxsamples of deep info kernel to higher values.
For passes, yes these are Octane supported. Some of from list is not possible due of design of renderer. Because some is fake way to simulate real materials. I'm not expert on path tracing.

Last, also get same shadow passes by adding helper lights or AO passes.
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robleger
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For quality, need to set maxsamples of deep info kernel to higher values.
This is what I did. I set both samples (Direct Lighting + Deep Channel) to 2048, but only the main pass was rendered like that. The multi passes appear to ignore the sample settings and render lower.
Last, also get same shadow passes by adding helper lights or AO passes.
Can you please describe that in more detail or guide me with a link. Sounds very useful!

Thank you very much!
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