Hello
I am a beginner with Octane for C4D (2.16.2)
My render stops at frame 1. I have checked several times my Octane RENDER settings, checked the texture paths and re open my scene in a fresh new scene...nothing seems to work.
The LOG is full of what seems to be errors.
Has anybody encountered that problem ?
The Log file is attached
thanks in advance
cocobrain
no solution render issue
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- Attachments
-
- octane 2.16 150303 165228.log
- Octane Log errors file
- (18.18 KiB) Downloaded 225 times
there is no visible problem about render stop. Do you have render passes in rendering? We have a pause problem with info passes.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
hie
Sorry for coming back so late to that post
I had made a "beginner's mistake" : I had not converted some Material & texture with Octane Tags.
Once it was done thorough , everything worked fine…
The kind f mistake u make only once
Chris
Xeon3Ghz/2xGTX780ti/64Go
Sorry for coming back so late to that post
I had made a "beginner's mistake" : I had not converted some Material & texture with Octane Tags.
Once it was done thorough , everything worked fine…
The kind f mistake u make only once

Chris
Xeon3Ghz/2xGTX780ti/64Go
I couldn't understand your problems. Could you please be more spesific? What happens in fact, is this for a scene for all scene? You should give much more details about your scene, vram, texture, polygon counts, version, etc...kerryoo wrote:Hi Chris,
I'm experiencing same problem. Could you be more specific about your solution?
Thanks,
Kerry
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Hey,
yes I know now what was wrong. I had one image that was not loaded as an ImageTexture, which caused the rendering to stop after first frame.
Basically it would start rendering the whole sequence while showing the whole frame range. Once it was done rendering one frame in the Picture Viewer it would stop and only show the one frame range.
So definitely not a bug, but also a beginner mistake from my side.
sorry about that.
Kerry
yes I know now what was wrong. I had one image that was not loaded as an ImageTexture, which caused the rendering to stop after first frame.
Basically it would start rendering the whole sequence while showing the whole frame range. Once it was done rendering one frame in the Picture Viewer it would stop and only show the one frame range.
So definitely not a bug, but also a beginner mistake from my side.
sorry about that.
Kerry
Hey guys, I was plagued by this problem too. And whats worse is the log does not tell you which texture is making it break. To overcome this issue in a scene with lots of materials I did the following:
Select half of your textures and delete them. if your scene renders more than a few frames you know it was one of the textures you deleted. Now undo that delete and delete half of the original half you deleted and repeat this process.
Not an elegant solution, but its much faster than going one by one.
Select half of your textures and delete them. if your scene renders more than a few frames you know it was one of the textures you deleted. Now undo that delete and delete half of the original half you deleted and repeat this process.
Not an elegant solution, but its much faster than going one by one.