BUG : USE Animation Source....
1. Group With Null (Can Not use Direct Animation Source, PLA is same-Need Group with Null)
2. X axis Animation is OK
Y axis Animation is OK
Z axis Animation is Reverse ?
Test Scene
Version 2.24.2-TEST6 - Test only
Moderators: ChrisHekman, aoktar
- eyeonestudio
- Posts: 328
- Joined: Fri Oct 18, 2013 5:49 pm
- Location: Seoul, South Korea
- Contact:
CINEMA 4D R2025
Win11 / AMD 7995WX, 3995WX, 3990X, Intel 10980XE / 256Gb RAM / RTX4090, RTX3090 / 100GbE, 40GbE, 10GbE
Win11 / AMD 7995WX, 3995WX, 3990X, Intel 10980XE / 256Gb RAM / RTX4090, RTX3090 / 100GbE, 40GbE, 10GbE
- eyeonestudio
- Posts: 328
- Joined: Fri Oct 18, 2013 5:49 pm
- Location: Seoul, South Korea
- Contact:
Request : Scatter Object + Animation Source
If the support "random time offset (with loop)" would be the best option.
If the support "random time offset (with loop)" would be the best option.

CINEMA 4D R2025
Win11 / AMD 7995WX, 3995WX, 3990X, Intel 10980XE / 256Gb RAM / RTX4090, RTX3090 / 100GbE, 40GbE, 10GbE
Win11 / AMD 7995WX, 3995WX, 3990X, Intel 10980XE / 256Gb RAM / RTX4090, RTX3090 / 100GbE, 40GbE, 10GbE
Spent a few hours simplifying the scene to it's minimal situation that can cause the crash. But somehow I update to TETS4.1 and there is no more crash, amazing! Maybe it's fixed. Anyway, still upload the scene and bug reports for investigation.aoktar wrote:If you give me a scene that will help. Otherwise i can't find that. ThanksFireKDragon wrote:There is a scene that I need to render the animation, it works only for the first time, when I click the render button again it crashes after PV is showing. I can't reproduce the problem with another scene setup, I made another simple scene or simplified the scene and it's ok.
R17.032 / Win8.1 / Test3.1
Steps to crash: In Test 3, Open the scene, click render to picture viewer, wait till finish or after showing a few frames, close the window to stop rendering, change Max samples to whatever other nums, click the render to picture viewer again, and now it crashes.
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Last edited by LewisO on Thu Nov 12, 2015 9:19 am, edited 1 time in total.
- Carteblanchefx
- Posts: 5
- Joined: Tue Mar 25, 2014 5:03 am
Hello, everyone!
in 2.24.2-TEST4.1 when i try to create a material in material node editor all instantly freeze.
Who else encountered this problem?
in 2.24.2-TEST4.1 when i try to create a material in material node editor all instantly freeze.
Who else encountered this problem?
Boom! Effectors support! Very powerful feature.
Great work Ahmet!
Any news on the 2.25 and cloud rendering? We know that it's in the closed beta test stage but I might need cloud rendering REALY soon.
Octane 2.24 core is a little bit 'buggy' on it's own and we need a stabile version before we get into 3.0 madness
I will be taking a chance with 2.24.2 TEST4.1 on an actual project. Previous tests were stabile enough and I didn't have any problems on OS X and R17.
Btw. i can also confirm that Z axis is inverted on scattered objects that are grouped inside a Null. Workaround is to set the z scale value to -1 in the scatter object.
Carteblanchefx It doesn't freeze but it's acting weird only while LV is active and updating. After using 'get active' or droping a material in the editor, nodes are disconected but still work.. Everything is fine when I stop (not pause) the updates with a (now hidden) stop command...
Also, Ahmet please, please, please, if possible, do not remove the hidden stop command in next versions. I couldn't live without it.
Regards
Milan
Great work Ahmet!
Any news on the 2.25 and cloud rendering? We know that it's in the closed beta test stage but I might need cloud rendering REALY soon.
Octane 2.24 core is a little bit 'buggy' on it's own and we need a stabile version before we get into 3.0 madness

I will be taking a chance with 2.24.2 TEST4.1 on an actual project. Previous tests were stabile enough and I didn't have any problems on OS X and R17.
Btw. i can also confirm that Z axis is inverted on scattered objects that are grouped inside a Null. Workaround is to set the z scale value to -1 in the scatter object.
Carteblanchefx It doesn't freeze but it's acting weird only while LV is active and updating. After using 'get active' or droping a material in the editor, nodes are disconected but still work.. Everything is fine when I stop (not pause) the updates with a (now hidden) stop command...

Also, Ahmet please, please, please, if possible, do not remove the hidden stop command in next versions. I couldn't live without it.

Regards
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
Yes. I suppose that i fixed it.FireKDragon wrote:Spent a few hours simplifying the scene to it's minimal situation that can cause the crash. But somehow I update to TETS4.1 and there is no more crash, amazing! Maybe it's fixed. Anyway, still upload the scene and bug reports for investigation.aoktar wrote:If you give me a scene that will help. Otherwise i can't find that. ThanksFireKDragon wrote:There is a scene that I need to render the animation, it works only for the first time, when I click the render button again it crashes after PV is showing. I can't reproduce the problem with another scene setup, I made another simple scene or simplified the scene and it's ok.
R17.032 / Win8.1 / Test3.1
Steps to crash: In Test 3, Open the scene, click render to picture viewer, wait till finish or after showing a few frames, close the window to stop rendering, change Max samples to whatever other nums, click the render to picture viewer again, and now it crashes.
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
- I always use NE when LV is open so never freezes. Because our material engine works best in this case. Please you do like that. I'll take a look when i'm free to check.milanm wrote:Boom! Effectors support! Very powerful feature.
Great work Ahmet!
Any news on the 2.25 and cloud rendering? We know that it's in the closed beta test stage but I might need cloud rendering REALY soon.
Octane 2.24 core is a little bit 'buggy' on it's own and we need a stabile version before we get into 3.0 madness
I will be taking a chance with 2.24.2 TEST4.1 on an actual project. Previous tests were stabile enough and I didn't have any problems on OS X and R17.
Btw. i can also confirm that Z axis is inverted on scattered objects that are grouped inside a Null. Workaround is to set the z scale value to -1 in the scatter object.
Carteblanchefx It doesn't freeze but it's acting weird only while LV is active and updating. After using 'get active' or droping a material in the editor, nodes are disconected but still work.. Everything is fine when I stop (not pause) the updates with a (now hidden) stop command...![]()
Also, Ahmet please, please, please, if possible, do not remove the hidden stop command in next versions. I couldn't live without it.
Regards
Milan
- Thanks for z axis problem. I'll make a quick fix.
- Stop command? It's unnecessary when we have pause and reset commands.
- Don't know why we don't release a 2.25 with cloud. Maybe some technical problems on cloud servers.
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
I think it's very hard and complex one. Not intended to do in current state. I have much more important implementations on roadmap. You can manually do it by creating copies of your objects.eyeonestudio wrote:Request : Scatter Object + Animation Source
If the support "random time offset (with loop)" would be the best option.
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
Thank you for your answers Ahmet!
Just to be clear, i'm not asking for stop command to be back in Octane Dialog. It's just fine to have it there in 'Customize Commands' window hidden like it is now.
I will try to explain. This is for Mac since I didn't use Windows much recently.
First, i must say that the new updating system is getting better with every version and i use it all the time! But, when LV is paused, IMHO it seems that plugin is still doing something in the background and there is a slight performance loss. Specialy with complex setups/rigs, it looks like Cinema is working different when LV is paused compared to when stop command is used. Sometimes just a click in the object manager will be detected as an update even if nothing happens in LV. It is safer to have stop command in case of complex scenes that don't work well with new updating system. I use it to 'pause' 'All movable' untill I cleanup the scene just to make sure any unwanted accidental updates are eliminated. It's assigned to a keyboard shortcut. That way we have the best of both, stability of manual update and flexibility of 'All movable'. In most cases after using pause i have to resend the scene anyway. Also this updating system is still new and it's good to have the old way of working as a backup in case any bug occurs or low VRAM instability emergency.
I hope that makes sense.
As for the node editor, it did seem fine to me at first also but after playing arround it started behaving strange and then i saw that post from Carteblanchefx.. so.. ..not sure what might be wrong yet. Most of the time it does work fine. I will post here if I find out anything.
Thanks again!
Regards
Milan
Just to be clear, i'm not asking for stop command to be back in Octane Dialog. It's just fine to have it there in 'Customize Commands' window hidden like it is now.

I will try to explain. This is for Mac since I didn't use Windows much recently.
First, i must say that the new updating system is getting better with every version and i use it all the time! But, when LV is paused, IMHO it seems that plugin is still doing something in the background and there is a slight performance loss. Specialy with complex setups/rigs, it looks like Cinema is working different when LV is paused compared to when stop command is used. Sometimes just a click in the object manager will be detected as an update even if nothing happens in LV. It is safer to have stop command in case of complex scenes that don't work well with new updating system. I use it to 'pause' 'All movable' untill I cleanup the scene just to make sure any unwanted accidental updates are eliminated. It's assigned to a keyboard shortcut. That way we have the best of both, stability of manual update and flexibility of 'All movable'. In most cases after using pause i have to resend the scene anyway. Also this updating system is still new and it's good to have the old way of working as a backup in case any bug occurs or low VRAM instability emergency.

I hope that makes sense.
As for the node editor, it did seem fine to me at first also but after playing arround it started behaving strange and then i saw that post from Carteblanchefx.. so.. ..not sure what might be wrong yet. Most of the time it does work fine. I will post here if I find out anything.

Thanks again!
Regards
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
"Somethings is wrong here. You need to select full motion blur in render settings.
I have added new sample scenes for Scatter and X-Particles. You can find in first page.
Also particle engine is still not complete and motion blur is missing for some situations. As i wrote before i'll improve and update with 3.0's progress."
Thanks Ahmet,
Plenty of content in these examples to learn from.
Craig.
I have added new sample scenes for Scatter and X-Particles. You can find in first page.
Also particle engine is still not complete and motion blur is missing for some situations. As i wrote before i'll improve and update with 3.0's progress."
Thanks Ahmet,
Plenty of content in these examples to learn from.
Craig.