Then for complex materials it is better to use standalone version of octane...save to local DB and use C4D Node editor as helper and for quick setups? Is that workflow better? Asking because i never normally used standalone lolaoktar wrote: Thanks for your detailed report! Some of them can be very hard to fix because of to implement this NE from scratch and lack of support in C4D for linked materials. I'm checking for problems on NE sometimes. I'm not really sure some of them are like that you said. Noted.
About devices order, i have answered several times. It cannot be fixable. Because of device order in nvapi and cuda api are not matching. Nothing to do by me.
Version 3.00 - Alpha10.1 (30.04.2016)
Moderators: ChrisHekman, aoktar
I can't see any total advantage! of using Standalone just for this. I mean I can't see some issues as you said and need for some of your topics. I'll add if there's something required or possible. And i'm just trying to explain that there's big amount of work behind of this editor.valters wrote: Then for complex materials it is better to use standalone version of octane...save to local DB and use C4D Node editor as helper and for quick setups? Is that workflow better? Asking because i never normally used standalone lol
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
Got it.aoktar wrote:I can't see any total advantage! of using Standalone just for this. I mean I can't see some issues as you said and need for some of your topics. I'll add if there's something required or possible. And i'm just trying to explain that there's big amount of work behind of this editor.valters wrote: Then for complex materials it is better to use standalone version of octane...save to local DB and use C4D Node editor as helper and for quick setups? Is that workflow better? Asking because i never normally used standalone lol
Just did a test with Standalone. Material created in standalone version exports to licalDB and imports as it is..perfectly. When I import it to Cinema4D its an unsorted mess of bunch of unlinked nodes. So it's not a problem of Node Editor but standartization of Materials between Main Software (standalone) and plugin? Anyway now I understand why alot of materials from LiveDB wasn't worked for me in Cinema4D as they perfectly all works in Standalone.
Don't know what to say...maybe you can do a "Locked Materials" function to restrict material for editing with Cinema4D but user can access (to see the option) to node if in there was word "tool:" before the name (tool:RGB color)
Or maybe it's stupid and stupid for me to give such an ideas
Anyway Thank you very much. It's good to know the limits and bugs to keep it in mind while working.
- Attachments
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- carTool.orbx
- Material Created in Standalone
- (109.71 KiB) Downloaded 291 times
Hey Ahmet, I haven't been around here in a little while, but I saw a v3 preview version and got excited! I know v3 will support AMD cards, does this preview version support AMD cards? Thanks!
Download my free Octane resources!
Paper Lantern | Fresh Snow (C4D Only) | Keyboard Displacement Texture | Solar Panel Texture
Mac Pro (2012) | 2x6Core 3.06GHz | 64GB | 1 x Titan Black 6GB
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Paper Lantern | Fresh Snow (C4D Only) | Keyboard Displacement Texture | Solar Panel Texture
Mac Pro (2012) | 2x6Core 3.06GHz | 64GB | 1 x Titan Black 6GB
Portfolio: http://www.deltawavefx.com
Hi dotcommer,
no, the AMD support will arrive later on, here is a discussion about the new road map:
viewtopic.php?f=9&t=53421
and the link to the slideshow:
http://www.slideshare.net/otoyinc/otoy- ... ril-5-2016
ciao beppe
no, the AMD support will arrive later on, here is a discussion about the new road map:
viewtopic.php?f=9&t=53421
and the link to the slideshow:
http://www.slideshare.net/otoyinc/otoy- ... ril-5-2016
ciao beppe
Ah yes sorry you're right i forgot to move it back into the new plugin folder. Attached below logs with the new log flag. The first one is opening the scene and rendering straight to picture viewer, second one is rendering to the LV which now for some reason doesn't work when I set rendering to picture viewer at all.abstrax wrote:Thanks for trying. Unfortunately there is no additional logging (there should be). I assume that you have multiplejoecurrie wrote: Hi guys,
Just tried with the new alpha 10. Getting the same thing, attached log, I added rdStart to the octane_log_flags.txt.
I've tried looking into what "device 0: can't bind to render thread (0x0) in scope of other thread (0x7fd49e5f0d30)" means if its a CUDA error or something but can't find anything.
It's fine for rendering 1 job at a time because all I need to do is load the scene into live viewer first, but queuing fails to start a second job because the scene isn't loaded into LV. Anything else I can try?
Cheers,
Joeoctane_log_flags.txtfiles flying around and you modified the wrong one or you made the change after you started C4D. The log flags file should be searched on OSX next to theliboctane.sofile and will be loaded once during startup.
Let me know if you need anymore info.
Thanks!
- Attachments
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- Render scene to picture viewer -octane 3.00 alpha 10 160503 115201.log
- (7.34 KiB) Downloaded 286 times
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- Render scene to LV then picutre viewer -octane 3.00 alpha 10 160503 115334.log
- (4.68 KiB) Downloaded 298 times
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- Untitled 1.c4d.zip
- (37.44 KiB) Downloaded 271 times
Mac OS X 10.11.4 - Cinema 4D R17 | Geforce GTX980 + 980ti | 32GB
Apologies if I'm doing something daft here..
But i can't seem to get a material to have both Luminance (emission/blackbody) and also a displacement.
That seems to be the case with both a single diffuse material or using a mix material.
Is that just me.. or same for everyone? If so, any chance it'll be addressed?
Really enjoying Alpha 10 otherwise though!
Cheers
R
But i can't seem to get a material to have both Luminance (emission/blackbody) and also a displacement.
That seems to be the case with both a single diffuse material or using a mix material.
Is that just me.. or same for everyone? If so, any chance it'll be addressed?
Really enjoying Alpha 10 otherwise though!
Cheers
R
Cool. Thanks to your logs I think I found and fixed the issuejoecurrie wrote: Ah yes sorry you're right i forgot to move it back into the new plugin folder. Attached below logs with the new log flag. The first one is opening the scene and rendering straight to picture viewer, second one is rendering to the LV which now for some reason doesn't work when I set rendering to picture viewer at all.
Let me know if you need anymore info.
Thanks!
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
That would be amazing if you've found a fix! Curious why nobody else seems to have this issue, is it to do with my GPUs? Let me know if you'd like me to test.abstrax wrote:Cool. Thanks to your logs I think I found and fixed the issuejoecurrie wrote: Ah yes sorry you're right i forgot to move it back into the new plugin folder. Attached below logs with the new log flag. The first one is opening the scene and rendering straight to picture viewer, second one is rendering to the LV which now for some reason doesn't work when I set rendering to picture viewer at all.
Let me know if you need anymore info.
Thanks!
Mac OS X 10.11.4 - Cinema 4D R17 | Geforce GTX980 + 980ti | 32GB



