Wildly different results from same project file [RESOLVED]

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

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dotcommer
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I'm still having issues here with Octane. I posted a while back about project files from Beeple who's using Octane for his renders. He posts his project files for others to pick apart, so I've been looking at them within Octane. However, since v2, I've noticed wildly differing results from his renders and what I'm seeing rendered. Now, I just confirmed with Beeple that we're both on v2 of octane, inside C4D, and i'm still getting these crazy blown out highlights while he isn't. What is happening here? I need some Help Aoktar, because if I can't view project files from someone else correctly, then I fear my own project files might not transfer properly to others when I start using this in a production environment.

Here are the project files in question (in the description):
https://vimeo.com/102919605

Notice the render here, now take a look at what I see when I grab the same project files and open them up on my version of Octane in C4D:
Image

What the heck? Whats going on here? Last time I noticed this I thought maybe it was just a difference in versions; Beeple on an older version with me on a newer one, but now that we're both on the same version (v2), there's no reason this should be happening. Any ideas? Please download the project files and try it on your set up and post back with your results.
Last edited by dotcommer on Wed Aug 27, 2014 10:47 pm, edited 1 time in total.
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aoktar
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it's not possible if you don't change any settings/objects. Which file is the scene from link?
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bepeg4d
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since the emitters are scale dependent, there must be some differences in the c4d 'Project settings' scale.
you could enlarge the scene or decrease the emission power ;)
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creatorz
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Hellou,

Turn off bloom/glare/spectral and your scene will work fine.

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Yup.Looks like post effects are on and cranked.
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aoktar
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also check this for
Q: i'm getting different results in Picture Viewer. It's differing from Live Viewer.

http://render.otoy.com/forum/viewtopic.php?f=30&t=40997
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dotcommer
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Hi everyone, sorry for not checking up on this thread. I forgot to check the option to email me when there were responses.

I have found the solution to my issues finally. Its as bepeg4D suggested. My default project scale must be different from Beeple's. Adjusting from mm to feet drastically changed the result and got something a lot more like the final result. I guess opening another user's C4D file carries over most settings, but the project scale might not be one of them.

Thank you everyone for your suggestions and help! Since then i've been kicking out some great stuff and getting comfortable with Octane. Here's a render I did today (credit to Beeple for one of his textures i've been experimenting with)!
Image
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Hi Dotcommer,

I downloaded Beeples file (the same one as you took screen grabs of) and I notice they are set to render at 64000 samples which on my machine (2x 780ti 3gb and one Titan 6gb) is a seriously slow process, the scene without octane took 2.03 mins where one frame at 1920 x 1080 took around an hour plus, I know this is irrelevant to octane but it would really help me understand how to reduce my render times as I'm still struggling to get the best results with Octane and my cards.
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dotcommer
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Hey Wiser, I think Mike (beeple) just sets his samples to the max, and when he's happy with what he's getting, lets his comp sit there for the rest of the day until its cleaned up enough for him to save a screen and upload it. I think this is why a lot of his animated versions of some of his "everyday's" take a lot longer to pop up on his site.

I run just a single Titan Black, and I typically keep my samples down to around 3-400. If there's more noise that I want to get rid of i'll denoise it in post. This isn't ideal though if you're working with bitmaps as the denoising process will soften your textures. Its a trade-off. If I'm understanding correctly, you could also reduce sampling for things like specular bounces and reflective surfaces within your shaders to cut down on the render times. The render I posted above took about 5min. for that one frame, which to me its perfectly reasonable since I was able to achieve exactly what I wanted with almost near-instant feedback, so there were no worries letting it sit for a bit to render out the final shot. In C4D with the physical render, this would have taken soo much more time. Not just for rendering the frame, but also doing cumbersome things like having to resort to render-regions and rendering low-res preview chunks and guessing if I'm getting the right settings and look from looking at tiny pieces of the bigger picture.
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