Weird scale problems in Cinema 4D - plus, Interface!

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

Moderators: ChrisHekman, aoktar

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Rafael-Vallaperde
Licensed Customer
Posts: 200
Joined: Mon Nov 25, 2013 1:07 am

Hi guys!

I started using Cinema 4D version of Octane recently, and would like to report some problems I had with the R16 version. The first is related to the scale of the objects. I'm working on a project in real scale, using a land with 15km wide, but the Octane shows this object incorrectly in the render view.

It is a object decimated in Zbrush. When I start to render the terrain on this scale, Octane ends up causing some problems with the normals. Besides showing some black triangles, it seems to ignore the object normal smooth. To solve this I had two options: to work on a much smaller scale, or apply a displacement map of the object(??). I ended up choosing the first option, since the displacement changed much the final shape of the geometry. Is there any workaround other than to work on a smaller scale or using displacement maps?

Without displace map (original scale)
Image


With displace map (lolwut)
Image


I also have some questions about interface. In Modo's octane plugin, everything is well organized with colored and clearly labeled icons. In Cinema 4D they are ugly and different from the original standard interface. There is also not a default option to add the rendering window with Octane controls, as in Modo. You must manually edit window, that is lost every time you restart Cinema 4D.

Nice, clean and organized! Yay!
Image

Multiple palettes, floating windows and grey icons. Meh
Image

Well, that's it for now. Keep up the good work!
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aoktar
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Thank you!!!! :(
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aoktar
Octane Plugin Developer
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All issues are related with Octane core.
Please check ray epsilon and scene scaling issues. Also displacement+normal/bump is not well atm.

Thanks for gui. You should ask why i'm going on this way before. It's best workflow for realtime structure of Octane. I had to go with customised hand-made windows and dialogs can provide all functionality. Maybe you should ask to maxon why everythings is so conservative.
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Rafael-Vallaperde
Licensed Customer
Posts: 200
Joined: Mon Nov 25, 2013 1:07 am

Alright, i got your answers about the errors, but didn't quite understand the rest regarding the UI.

What's wrong? are you saying that there is a limitation to dock the windows together? what about the icons design? this is an aesthetic issue as it doesn't look like it's even part of cinema 4d's icon set.

Cinema 4D probably have a way more flexible API than MODO's, however the design structure of modo's plugin works way better IMO(plus nodal shading, but i know you're working on this atm) execpt for the integration, it doesn't support hair...etc. The reason why I'm pointing all those things is just cuz i wan't to help make this amazing piece of software even better!!

Thank you very much for the clarification.Keep up the great work.

Cheers!
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aoktar
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You can change icons if you don't like it. There was a effort to do better icons. Using icons on menus, only can be possible by registering each one as C4D commands. I don't prefer this. Also gui system is not well on C4D, it's pretty old and limited to extend some functionality. My biggest target is functionality/performance.

Nodal shading is a part of modo i think. But C4D has not a support for this. I'm writing all codes from scratch, so it's not fair to compare. Please be sure that i have spent many effort to change somethings, but some of is not possible with current system.
Octane For Cinema 4D developer / 3d generalist

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