Version 3.07-R2 (previous stable) update on 01.11.2017

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aoktar
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Here is new topic for version 3.07-R1 which is based on stable SDK(3.07).[/b].

You can find a detailed description of the new 3.07 features of Standalone in this thread: viewtopic.php?f=33&t=62395

Changes of 3.07-R2(fixed version for HDR rotate)
- Update on material manager to avoid triggering restart of bake operation several times on baking_texture. Fixing the issue: viewtopic.php?f=30&t=63676

Changes of 3.07-R1
- New InstanceColorID support for objects/particles/VertexColor tag(C4D/Alembic). See example scene for usage.
- New textures: InstanceColor, InstanceRange, Baking texture, UvwTransform texture.
- Volume object update detection
- Node editor: Undo/redo update issue on embedded editor with node parameters
- Fix: Crashes with Meshno>3 on Object tag
- Scatter object: Animated/deformed objects support on distribution slot. Fix wrong weights on effectors. Fix unnecessary calculation on camera navigation. Instance color support. Shader effector UV support.

- Initial colorID support for particles/scatter object.
- Fix: Broken "-exportORBX" commandline parameter.
- Better Camera MotionBlur processing for fixing some issue of CamMoblur detection.
- Fix: Triplanar bug on handling of initial channel.
- Triplanar node, single texture improvement.
- Change: Internal diffuse color changed from gray to black for internal material of Light Tags. It may cause a small amount difference on results of illumination effect.
- Floor object support added. Tiling from texture tags will not work. So use transform nodes in textures for scaling.
- Node Editor: Solo mode for textures
- Fix scatter: Wrong uv sampling on distribution of scatter with tiled mode
- min. requirement changed for R18. It's now 18.057
- Fix: Crash on R19 with deleting nodes in node editor
- Fix: Help buttons in octane stuff to use offline/online manual
- Several small fixes


Important warning about R19 build:
Saving of passes functionality in Octane RenderSettings is broken due a bug on R19 SDK. So you can try to use C4D's save for multi-pass image until we get fix/update from MAXON.


WINDOWS REGULAR BUILD
V3.07-R1: https://render.otoy.com/customerdownloa ... R1-win.zip
V3.07-R2: https://render.otoy.com/customerdownloa ... R2-win.zip

OSX REGULAR BUILD
V3.07-R1: https://render.otoy.com/customerdownloa ... Macosx.zip
V3.07-R2: https://render.otoy.com/customerdownloa ... Macosx.zip

For subscription builds
https://render.otoy.com/account/downloa ... LL&ver=ALL


OctaneRender™ Standalone 3.07
viewtopic.php?f=24&t=63695


Requirements:
-You'll need to update your Cinema 4D to latest versions(R16.050, R17.053, R18.057, R19.024). Otherwise the plugin will not work and not appear in menus.
-Internet connection for activation, be sure that C4D and Octane will not be blocked by firewall and any antivirus software.
-Updated Nvidia drivers(at least 37x.x(Cuda 8.0) - rollback to versions if you have much trouble with latest drivers


MANUALS:
Offline HTML: https://render.otoy.com/plugindownloads ... manual.zip (extract to c4doctane directory)
Online manual: https://docs.otoy.com/Cinema4DH/C4DPluginManual.htm

V3 SAMPLE SCENES SET(make a request if you need any spesific sample)
https://render.otoy.com/plugindownloads ... scenes.rar

See this topic for some partial samples: viewtopic.php?f=85&t=53989

CINEMA 4D TUTORIALS SECTION: viewforum.php?f=87

CHANGE LOG: https://docs.otoy.com/#60Change%20log



Installation
First remove all octane related stuff from plugins and main folder of Cinema4D.

Extract all files to Cinema4D\plugins\c4dOctane directory.
Also download manual.zip and extract to c4dOctane directory if it's not available in place.

There are a few files for each one is for different Cinema4D version. Remove all except the file is for your version.
Ex. if you have Cinema4D R18.0, keep only "c4dOctane-r18.cdl64" and delete c4dOctane-r17.cdl64, c4dOctane-r16.cdl64, c4dOctane-r15.cdl64, etc..

Cinema 4D Release 13: c4dOctane-r13.cdl64
Cinema 4D Release 14: c4dOctane-r14.cdl64
Cinema 4D Release 15: c4dOctane-r15.cdl64 or c4doctane_R15_demo.dylib
Cinema 4D Release 16: c4dOctane-r16.cdl64 or c4doctane_R16_demo.dylib
Cinema 4D Release 17: c4dOctane-r17.cdl64 or c4doctane_R17_demo.dylib
Cinema 4D Release 18: c4dOctane-r18.cdl64 or c4doctane_R18_demo.dylib
Cinema 4D Release 19: c4dOctane-r19.cdl64 or c4doctane_R19_demo.dylib
Instance color usages
Instance color usages
_Instance_Colors.zip
(881.93 KiB) Downloaded 716 times
a2.jpg
xp-instance-colors.rar
(177.61 KiB) Downloaded 684 times
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pxlntwrk
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Hi and thanks for release,

I have the same problem with baking texture node that I'm explaining here>>
viewtopic.php?f=30&t=63676

the node tree reacts well in standalone but not in cinema 4d, this may be due to my Octane settings in c4d ?
:::::::::::::::::
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doublesurface
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Been waiting for this update!! Great crucial stuff. Thank you so much!
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aoktar
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pxlntwrk wrote:Hi and thanks for release,

I have the same problem with baking texture node that I'm explaining here>>
viewtopic.php?f=30&t=63676

the node tree reacts well in standalone but not in cinema 4d, this may be due to my Octane settings in c4d ?
Well thanks! I'm seeing it's reacting different in plugin. I'll check it.
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FxDesign
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Great work Aoktar :)
I have 2 questions:

-Is there a way to have more than 8 lights passes in a scene ?

-Is it possible to remove the number automaticaly added in the passes ?

Now we have for example:
MYRENDER_vertex normal_3.exr

Can we have the choice to make it named without the "_Number passes":
MYRENDER_vertex normal.exr

It could be great because, in compositing, when we add or remove passes, now we should re-link every image sequences. Because the name changed.

Thank you
orb101
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Joined: Thu May 26, 2016 8:39 pm

Nice update.

In the Xp Example scene, you've got an XP material on the emitter, is it doing anything?

Looks like Octane can now see a few parameters like age,speed etc but doesn't get any of that information from the xpshader?
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aoktar
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orb101 wrote:Nice update.

In the Xp Example scene, you've got an XP material on the emitter, is it doing anything?

Looks like Octane can now see a few parameters like age,speed etc but doesn't get any of that information from the xpshader?
I'm doing it on a proper way. Using by xpshader is not direct or compatible way for plugin+Octane structure.
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pxlntwrk
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aoktar wrote:
pxlntwrk wrote:Hi and thanks for release,

I have the same problem with baking texture node that I'm explaining here>>
viewtopic.php?f=30&t=63676

the node tree reacts well in standalone but not in cinema 4d, this may be due to my Octane settings in c4d ?
Well thanks! I'm seeing it's reacting different in plugin. I'll check it.
ok nice, i stay tuned ;)
:::::::::::::::::
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aoktar
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FxDesign wrote: -Is there a way to have more than 8 lights passes in a scene ?

-Is it possible to remove the number automaticaly added in the passes ?

Now we have for example:
MYRENDER_vertex normal_3.exr

Can we have the choice to make it named without the "_Number passes":
MYRENDER_vertex normal.exr

It could be great because, in compositing, when we add or remove passes, now we should re-link every image sequences. Because the name changed.

Thank you
-8 light pass is renderer limit.
-Numbers on passes: Are you wanting that for single frame renders? I can't see any logic else of this to avoid it.
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bartolos
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Thank you very much for your work Aoktar. Esp. the UVW Transform node :D
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