Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017

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aoktar
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zinogino wrote:Hi,

Just a small request for the next release, is it possible to rework the lock resolution in IPR?
The locked resolution always end up in-correct whenever I send my scene and restart.

ex:
Locked Resolution at 0.5
pause IPR
Restart IPR locked resolution jumps, have to dial back to 0.5

Thanks
Ok i'll try to fix.
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leehenshall
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leehenshall wrote:Is there a way to use a projection with the OSL texture in C4D?

The OSL Flake texture has had a projection pin added over in the OSL forum so that triplanar mapping can be achieved. It works in Standalone...However when I try this in the C4D implementation the OSL node doesn't seem to have any input pins.

Link to OSL Flake Projection addition.

viewtopic.php?f=33&t=63905&start=10

Is this a mistake on my part or is it a current limitation with OSL in the C4D plugin?
Any chance anyone can help me out with this? Trying to use triplanar with an OSL texture.
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NVN
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HI aoktar!

as i know the plugin has a multipass error with the new C4Dr19, right?
Or does it work by now?
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bepeg4d
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Hi,
the issue with render passes and R19 will be solved when Maxon finally will publish R19.040 build update.
ciao beppe
rodross
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Regarding the metal shader, the K value maxes out at 8 while some metals have a K value of 12, 16, etc...does this matter?
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NVN
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Thx bepeg4d!
bepeg4d wrote:Hi,
the issue with render passes and R19 will be solved when Maxon finally will publish R19.040 build update.
ciao beppe
tegatwork
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Hi all,

I'm facing an issue with network rendering : everything is ok but the picture ... the part of the picture rendered by the slave is a pure mess, as you can see on link below.

http://fromsmash.com/2d738ea3-0594-11e8 ... 39043893bc

Both PCs are running Win10, C4D R19, Octane 3.08.
Master : 2*980ti + 1*1080
Slave : 1*980ti + 1*1060

Any clue?
leehenshall
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leehenshall wrote:
leehenshall wrote:Is there a way to use a projection with the OSL texture in C4D?

The OSL Flake texture has had a projection pin added over in the OSL forum so that triplanar mapping can be achieved. It works in Standalone...However when I try this in the C4D implementation the OSL node doesn't seem to have any input pins.

Link to OSL Flake Projection addition.

viewtopic.php?f=33&t=63905&start=10

Is this a mistake on my part or is it a current limitation with OSL in the C4D plugin?
Any chance anyone can help me out with this? Trying to use triplanar with an OSL texture.
Hey Guys,

Please can somebody let me know whether this is possible with the current implementation of OSL in Octane for C4D. Works in standalone is this a current limitation?

Lee
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aoktar
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leehenshall wrote: Hey Guys,

Please can somebody let me know whether this is possible with the current implementation of OSL in Octane for C4D. Works in standalone is this a current limitation?

Lee
What's problem with which script? There was some missing support for some kind of parameters. But on my wip version(test7), most of parameter types should be supported. Support means that having a pin on plugin side to connect any node. Other than this everything should work as in standalone.
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leehenshall
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Hi aoktar,

I'm a new comer to the c4d plugin. I previously used the Maya plugin (I won't say anymore about that... :roll: ) Firstly let me say I love this implementation in c4d. It is superb....you've done an amazing job with this.

The issue I'm having is that i'm trying to use osl flakes with a triplanar projection. The osl node works just fine and I even noticed you have created a nice library of preset osl scripts :) The problem with the V-Ray OSL flakes is that it relys on mesh UVs which is a problem for most car models that derive from CAD data.

In the standalone OSL forum a user added a projection pin to the osl flakes script so that triplanar mapping could be utilized.

My question is...how can I do this in Octane for C4D? I tried pasting the script into the c4d osl node and it builds correctly but I have no way of adding a triplanar node to the osl node. I did the same thing in standalone and it works.

Apologies If i'm making an obvious mistake...I'm not very experienced with C4D

Original Thread:

viewtopic.php?f=33&t=63905&start=10

See Below:
funk wrote:
Jolbertoquini wrote:Quick question? I was looking at the flakes how to use with triplanar projection ? on stadalone? Just a curiosity.
I added a projection pin then used it in the position calculation like this:

Code: Select all

shader
flakes
(
    float flake_scale = 10.0 [[ string description = "Smaller values zoom into the flake map, larger values zoom out" ]],
    float flake_size = 0.5 [[ string description = "Relative size of the flakes" ]],
    float flake_size_variance = 0.0 [[ string description = "0.0 makes all flakes the same size, 1.0 assigns random size between 0 and the given flake size" ]],
    float flake_normal_orientation = 0.0 [[ string description = "Blend between the flake normals (0.0) and the surface normal (1.0)" ]],
    point proj = point(u, v, 0) [[string label = "Projection"]],
    output color result = 1.0
)
{
    float safe_flake_size_variance = clamp(flake_size_variance, 0.1, 1.0);
    vector cellCenters[9] = {
        vector( 0.5,  0.5,  0.0),
        vector( 1.5,  0.5,  0.0),
        vector( 1.5,  1.5,  0.0),
        vector( 0.5,  1.5,  0.0),
        vector(-0.5,  1.5,  0.0),
        vector(-0.5,  0.5,  0.0),
        vector(-0.5, -0.5,  0.0),
        vector( 0.5, -0.5,  0.0),
        vector( 1.5, -0.5,  0.0)
    };
     
    //point position = vector(u, v, 0.0);
    point position = flake_scale * proj;

    point base = floor(position);
     
    point nearestCell = point(0.0, 0.0, 1.0);
    int nearestCellIndex = -1;
    for(int cellIndex = 0; cellIndex < 9; ++cellIndex)   {
        point cellCenter = base + cellCenters[cellIndex];
         
        vector centerOffset = cellnoise(cellCenter) * 2.0 - 1.0;
        centerOffset[2] *= safe_flake_size_variance;
        centerOffset = normalize(centerOffset);
         
        cellCenter += 0.5 * centerOffset;
        float cellDistance = distance(position, cellCenter);
        if(cellDistance < flake_size && cellCenter[2] < nearestCell[2]) {
            nearestCell = cellCenter;
            nearestCellIndex = cellIndex;
        }
    }
     
    result = color(0.5, 0.5, 1.0);
     
    if (nearestCellIndex != -1) {
        vector randomNormal = cellnoise(base + cellCenters[nearestCellIndex] + vector(0.0, 0.0, 1.5));
        randomNormal = 2.0 * randomNormal - 1.0;
        randomNormal = faceforward(randomNormal, I, randomNormal);
        randomNormal = normalize(mix(randomNormal, vector(0.0, 0.0, 1.0), flake_normal_orientation));
         
        result = color(0.5*randomNormal[0]+0.5, 0.5*randomNormal[1]+0.5, randomNormal[2]);
    }
}
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