Version 2.12.2 - final (updated on 18.11.14)

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atome451
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aoktar wrote:
atome451 wrote:I think i've found a little bug:
In passes rendering, if you choose TIFF format, all passes are wrong. With PSD format, the result is ok. I didn't tested other file formats.

Cinema 4D R14 - Version 2.11.2
The log doesn't show something special but with the TIFF format, the time of passes saving is longer.
how wrong? Have you tryed to drop the save image to Picture Viewer?
Sorry, my first message wasn't easy to understand.

I've made a sample in R14. As you'll see, tif files are curiously really heavy and all the same. I've left only a few passes in the zip file because each is 27.3 Mb (for only a 800x600px in 8 bits :shock: ) but it's the same for every passes. For comparison, in the zip file there is also PSD files and they are normal and really lighter.

http://www.atome451.be/frenchc4d/BUG.zip
Win10 64bits | 3x 980 + 2x 670 + 1060 | Cubix XPander + network | Core i7 3600 MHz | 32GB | 1300w PSU
Sorry for my bad english...
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aoktar
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miohn wrote:Hi Ahmet,

When I have passes activated I can render a project with f.e. 3000x3000 px
without problems.
But as soon as I raise the resolution up to 12.000x12.000px rendering
"finishes" in about 5 seconds and all images and passes are black.

Without passes it renders 12.000x12000px with no problem.

Is there a resolution limit for passes?
It seams so.

Sorry that I cannot tell you more!
I cannot upload a file and there is no bugreport.

regards
Mike
This is depended to render size. I think all passes will consume additional vram. You can compare your free amount of vram on different resolution and passes.
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Alessandrobassp
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Ciao Aoktar sorry for the trouble ... Unfortunately in this version of octane cinema (2.12.1) I've noticed a bug. Every time I load the materials Live DB, the program crashes !! I tried to re-install both the stand-alone version that the plugin ... but this still does not work ... what I can send you to help you understand the error ?? If resolve before I'm warning you !!
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aoktar
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Alessandrobassp wrote:Ciao Aoktar sorry for the trouble ... Unfortunately in this version of octane cinema (2.12.1) I've noticed a bug. Every time I load the materials Live DB, the program crashes !! I tried to re-install both the stand-alone version that the plugin ... but this still does not work ... what I can send you to help you understand the error ?? If resolve before I'm warning you !!
Hi,
checked livedb, but seems as working. Can you try to move all cached files in "c:\Users\username\AppData\Local\OctaneRender\cache\.." to anywhere? And try again. If it doesn't help, please send me a bugreport.zip!
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rodross
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Thought it worth mentioning that the networked GPUs connect immensely faster, so this is an awesome change for me. Render Queue and team render seems to give me weird oddities working with xrefs, so I have been rendering all net GPUs on each frame rather than distributing the frames. So if I had a render that was 1 minute a frame, sometimes the other GPUs wouldn't even kick in until 45 seconds in, which was pretty useless. Now they kick in really fast.
Alexzander403
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When using particles (standerd emitter) Octane creates some strange spheres. Why is that so? Screen shot attached sphere marked by yellow.
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sphere particle2.PNG
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aoktar
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Alexzander403 wrote:When using particles (standerd emitter) Octane creates some strange spheres. Why is that so? Screen shot attached sphere marked by yellow.
hi,
it's a result of particle engine implementation. you can disable it by "Octane->Options->enable particle engine" menu
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augdalmo
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I have a question about user manual, why you don't update the new functionalities with exaustive explanations so the users don't lose time to try how they works? and consequently post several questions on the forum?
For example it was hard for me to understand why "Edit in Standalone" apparently doesn't it works. I have discovered after several failed attempts that it doesn't respond correctly if you haven't opened LV before!
For example on C4D I have 2 cubes, three materials, one HDR image and a Camera.
In Standalone the exported file have several nodes. much more than needed. Why? (sse the images)
I have encountered a problem with very complex C4D scene when I tried to export in Standalone. The numeber of nodes was so high that it was difficult to browse
You're making major changes to the plugins in the last months that need to be understood and used effectively immediately.
The tutorials are good resources but not always exaustive, your commitment to update steadily the plugin is praiseworthy and might be more appreciated with a regular update of the user manual also.
I have encountered a problem with very complex C4D scene when I tried to export in Standalone. The number of nodes was so high that it was difficult to browse in between to try change some changes on the materials.
Is there a better approach to export a complex scene? With several istances? Too much mesch means too high GPU memory usage and sometime go to render failure if it exceed the GPU memory.
I have used Export plug-in for complex scene, exporting each object and then imported in Standalone. The "Group" and "Placement" were been usefull to reduce the GPU memory usage. But it was boring and need too much time. The image was lost in the process. so I needed to recreate the path of the images.
Do you have a solution?
A last question, is possible for you to uniforming the terminology on the plug-in and on Standalone?
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C4D objects
C4D objects
nodes in Standalone
nodes in Standalone
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aoktar
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Hi augdalmo,
thanks for questions. This causes to me write some explanations. I remember that i mentioned about structure and internal workflow as much as possible.

First which document which are you reading? I have prepared a Interactive Help Window. It's better for users. But as you can or should figure that, plugin development is very much time consuming process.
Sometimes i'm working 7/24. Still time is not enough to do everythings. And current plugin structure is big and complex as a standalone software. Every plugin developper is responsible to improve manuals, samples, forum support, etc.... And plugin is updated continously. So it's very hard to keep updated and contains every topics. When we can enter a stabile state on development, i would do a big revision of documentation.

Second, you should send your scene to engine, to be able transfer current scene. This is workflow of octane.

For structure
Let's check the image to see what's happening.
There is a "maingroup" with several inputs. This is our secret weapon for immediately geometry updates.

Inputs are connected as below:
0 -> arealights, 1 -> static meshes(without objecttag), 2-9 -> movable meshes(objecttag nr:0-7), others for RenderInstances, particle engine and hair geometry.

This structure is static because of performance and stability. Also if you see the "cube" node that's connected a "scatter". This is movable mesh. This can be connected also objectlayermap, if you set opacity, camera vis., etc...
Scatter, objectlayer, etc nodes are required for mblur, movable geometry, objectid, and some texture projection types.

This all structure is not designed for readibility of users. All purpose is to provide the fastest interactivity and stability. Be sure it's on best form which is possible. Standalone editing is not our target. User should be able to do everything in C4D.

It's possible to do a tidy nodegraph organisation, but this is very big change on structure and i'm not agree to do. This can causes many issues on stability. I'm one mile away from any advice which can cause problems.

can you explain better this:
"A last question, is possible for you to uniforming the terminology on the plug-in and on Standalone?"
what's different?


I hope that my answers are enough for you,
best
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Huv
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Hi,
2.12.1 installed and a problem i had with a previous version comes back...
On the same document, almost each time i jump from octane render settings to perspective view and come back to octane render settings,
the settings i've just created get back to their default values...
I have to close my document, and re-open it...
Any reasons why ?
Thanks
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