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Ron
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atome451 wrote:
aoktar wrote:I would like to show what i'm doing for NE right now. I believe new small changes in NE that will make much easier to work in. And I can do this kinda improvements when i feel less stressed after a good release. And would be great to hear any opinions about NE right now. So i can evaluate some of those.
It seems to be really great! I want it! :D

Some suggestions:
1/ when you ungroup a group, it could be usefull to have the nodes automatically selected. This way, you could immediately move the nodes to an empty space of the NE board.
2/ it could be very usefull to be able to cut and paste these groups in another materials of course. Maybe it's already the case?
3/ in a marvelous world, a double click on a group would open another tab in the NE for fine tuning the content (like the double click on a group in standalone)... :mrgreen:
4/ a SHIFT+click on a node to add it to a node selection could be usefull.
5/ a shortcut+click to activate or desactivate preview could be usefull too.

Anyway, thanks a lot!
+1
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aoktar
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Thanks guys for all advices! Some of them are in my list and i'll check how's possible others. NodeGraph(aka group) is a new node in c4d-octane. It's my approach to integrate octane's nodegraph. I still need to sort some problems about this way. I may post somethings when i have progress.
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lucioing
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aoktar wrote:Hi guys,
I would like to show what i'm doing for NE right now. I believe new small changes in NE that will make much easier to work in. And I can do this kinda improvements when i feel less stressed after a good release. And would be great to hear any opinions about NE right now. So i can evaluate some of those.

Best,
Ahmet
Ahmet... I have to say as romans: "sei troppo forte!"
In other words... You are the best!
Thank you for your huge work!

L.
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aoktar
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Another small add-on for auto insert/detach of nodes.
https://vimeo.com/200837588
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sdanaher
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Auto-connect is a big wish for me, great to see it being implemented!

I would love to see keyboard shortcuts for certain features too. Eg comand+1..2..3... etc to create commonly used nodes (Image texture, RGB, Mix, Multiply, Colour Correct etc).

I'd also like to see a modeless behaviour to select and move child nodes - hold down the shift key for example. So you can more quickly rearrange the graph. Having child select as a mode is very clunky and inefficient. Or you could make child selection dependent where you click so you wouldn't even need a modifier - clicking and dragging in a specific part of a node would select and move it and all child nodes (perhaps with a gui visual cue for where to click)
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sbstnc
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I really like those improvements to the node editor.

On the C4D/refresh issue, is there nothing that can be done here to improve performance? The way the LV tries to refresh on every single click in the UI drives me nuts and is a massive slow down on some scenes. I see a lot of people have commented on this issue in the past, including myself. Can we submit something to Maxon to help the situation?
Say I have a cloner in the scene and that is the cause of the refresh issue as you suggest. It's rare to not have a cloner in C4D I think! But then changing light parameters for example, becomes very slow. To me (I may be wrong) it seems like if all the Geo is already loaded and in memory, changing the light intensity up or down for various lights should be very fast and responsive.

Also, I have noticed on big scenes, with the LV open, C4D interface is very slow to move around the viewport or manipulate objects. Turn of LV, and the C4D UI becomes fast again.
Is it possible to have an option in the LV, like a button on the LV window, so toggle refresh only on mouse up? Eg, when I click and drag a light or camera, I don't need LV to try to show me the result WHILE I drag, only when I have released the mouse/wacom in the new position. This toggle would speed up use a lot for some users I think. Personally I do not need constant updates every frame, as a lot of what I am doing is look dev and involves lighting, moving objects, moving lights, and having the LV try to keep up while dragging things around just makes me feel like I am on a 10 year old machine.

Again, great work on the node editor.
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bepeg4d
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Hi sbstnc,
what are the specs of your workstation?
Do you have a dedicated GPU for system and monitors only?
Or at least, do you use the Priority option in Device tab for the GPU connected at the monitors?
ciao beppe
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aoktar
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sbstnc,
what do you have in these scenes? Some setups will cause updates due C4D's current mechanisms. It's not up to me and plugin. Hard to detect that there is a real change or not. Same results will occur on C4D's interactive mode or on other renderers. You can disable the checking by object update option in Live Viewer.
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Liketheriver
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aoktar wrote:Hi guys,
I would like to show what i'm doing for NE right now. I believe new small changes in NE that will make much easier to work in. And I can do this kinda improvements when i feel less stressed after a good release. And would be great to hear any opinions about NE right now. So i can evaluate some of those.

Best,
Ahmet
this is really nice!

I have a hint on NE (if noone already discussed it): say for example that we have 3 materials, and they share one or more nodes, if I need to copy one of those materials to another scene i have to copy all the linked materials, or manually disconnect the shared nodes from the others i don't need, because if some nodes are assigned first to other materials, they are not copied, same thing if instead I delete the materials.
So i assume that the first material which a node is assigned become the master, and the others the slaves, the master need to be copied along with them to keep the nodes connected, until they are manually disconnected.
It would be nice if when we copy one material all the connections get copied, and when we delete a material the action don't delete also the shared nodes, without disconnecting them manually before.

hope this come handy

Ciao
A.
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sbstnc
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Hi Guys, Sorry I can;t seem to get the signature to update so it shows specs.

Win10, 4 x GTX1070 hybrids. Have tried combinations of priority, I tried one GPU at a time being low as I wasn't sure I was selecting the correct one. None of the combinations I tried made a difference.
I have a lot of Geo in these scenes, but as the whole scene sits in Octane memory that is why I am curious why there is so much lag when changing light brightness. I don't understand the mechanics of it, so I apologise if my assumptions are in error, but if the mesh emitter/area light is in memory, and I change the brightness, everything happens really slowly even on 4x 1070s. I certainly can NOT interactively drag the slider of a light brightness, I have to type a value, and hit enter, then touch another part of the UI as Octane seems to be one click/tap behind what I am doing. I am now in the habit of setting every value twice just so I can see the update. Sometimes when I update, say, the power of an HDRI in a heavy scene, this doesn't update for more than 2 clicks, so then I go and adjust an area light too bright because the HDRI change has not updated in the LV right away. It's very frustrating.
The simpler the scene, the less this happens. But it doesn't take a lot in the scene for this slowdown to start being a hindrance. I'd post a scene file but this is commercial work and I cannot. But pretty much all my scenes use cloners, can't do lot in C4D without these guys, so if this UI issue is a C4D thing it looks like I have no hopes of seeing a fix soon.

Can you kindly clarify please if I disable the object update, will I be better able to interactively adjust lights? As lights are mesh emitters (geo) I thought this would need to stay on? Or is it not classified as a geo change?

Thanks, and apologies again if I am asking the wrong thing or misunderstand how the engine works.
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