Version 3.08.1-R4 (obsolete stable)

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Version 3.08.1-R4 (obsolete stable)

Postby aoktar » Fri Apr 20, 2018 8:01 pm

aoktar Fri Apr 20, 2018 8:01 pm
Hi all,
Here is new plugin built over OctaneRender 3.08.1 SDK . Enjoy it and don't hesitate to give any feedbacks!

WINDOWS REGULAR BUILD
https://render.otoy.com/customerdownloa ... R4-win.rar

WINDOWS SUBSCRIPTION(Studio) BUILD
https://render.otoy.com/customerdownloa ... R4-win.rar


OSX REGULAR BUILD
https://render.otoy.com/customerdownloa ... Macosx.zip

OSX SUBSCRIPTION(Studio) BUILD
https://render.otoy.com/customerdownloa ... Macosx.zip

OctaneRender™ Standalone 3.08.1
viewtopic.php?f=24&t=67352

For an overview of all new features of 3.08, please read the new features thread.

Changes of Version 3.08.1-R4
- Removed denoiser controls

Changes of Version 3.08.1-R3
- OSL texture: Projection input support.
- Fix for gpu device activation on Picture Viewer.

Changes since 3.08
- Support for matrices of Forested/multicloner
- Fixed random material preview crashes, mostly on LiveDb
- Fix: error on OSX and reading of ScatterObject/csv files
- Added: New universal material to Octane Material and Blend material
- New options in Instance Color and XP emitter
- Fix lag with CameraImager + CustomLut due searching on texture paths
- Added: Voxel viewport display for VDB objects

Plugin changes:
added: A viewport overlay rendering mode for testing.
fix: behavior of resolution scale parameter
fix: Vertexmaps on Realflow mesher
solo node fixes. Blend material is now supported for solo operation
fixes for material preview issues
name change: Uber renamed as Blend to avoid confusions for future developments.
gui fix: Settings editor, added: lut strength and max.tonemap interval
fix baking texture speed
fix: preparation time of volume object(as generator) in Animation rendering
added "disable camera motion blur" in camera tag.
fix: preview crashes on node editor
fix: undo refresh problems in node editor
improved uber material interface and limits
fix: double octane node for usage of one node to two material/texture/etc..
improved material preview performance and fixed delays due previews
fix: transform node, lock on scale parameter
added: "Locate" button in ImageTexture
fix: vdb crash when start=end+1
fix: csv mode crash in scatter


All renderer based changes since version 3.08 TEST 6:
Fixed rendering hanging on Linux.
Fixed GPU failure if a scene has displacement triangles with degenerated UV coordinates.
Displacement vectors/normals are now "sanitized" to not lie exactly in the triangle plane, which caused GPUs to fail.
Fixed triplanar and box mapping to not use the bump/normal mapped shading normal (see viewtopic.php?p=333691#p333691).
Fixed unnecessary resending of all image textures to net render slaves if only some of the image textures changed (see viewtopic.php?p=333478#p333478).
Fixed artifacts while rendering scattering media with the direct lighting kernel.
Fixed reported error when a shader contains an unsupported type of metadata.
Fixed various compilation errors when trying to parse OSL shaders with weird syntax.
Fixed the default values of various texture inputs to match the values we have in 3.07 when those inputs are not connected.
Since 3.07, the default hair thickness and particle radius are given in the import unit specified in the import preferences. Added a conversion for older files, where these parameters were always given in meters.
Fixed undo behaviour of the film region picker.
The fallback texture now behaves the same as in 3.07 when used in a medium: It always returns the minimum value if the mode "normal vs eye ray" is used.[/list]
Added support for Volta. Since we have to use CUDA toolkit 9.1 for that, you may have to update your graphics driver.
Added a light direction pass which estimates the direction from where most of the light is coming.
Added an irradiance beauty pass.
Added pin "Irradiance mode" to the direct lighting, path tracing and PMC kernel nodes, which works similar to clay mode, but is only applied to the first bounce, disables bump and makes samples that are blocked by back faces transparent. (In case you are wondering: This is required for baking in Unity).
Added 5 volume passes which record properties of volumes, the environment medium and specular materials with IOR of 1 and transmission of 1. These will not be recorded in the SSS anymore, allowing you to compose volume passes on top of the residual surfaces passes (like Diffuse, Reflection, etc.):
Volume mask: Records all absorption of volumetric media up to the first (surface/volume) bounce. It needs to be multiplied with the sum of all surface passes.
Volume: Records all contributions of scattering media excluding the emission. Needs to be added to the product of the volume mask and surface passes.
Volume emission: Records all emission of volumetric media up to the first (surface/volume) bounce. Needs to be added to the product of the volume mask and surface passes.
Volume Z-depth front: Records the start of the Z-depth interval of volumes up to the first bounce.
Volume Z-depth back: Records the end of the Z-depth interval of volumes up to the first bounce.
Added wavelength dependendent IOR for to the metallic material. There are now three different modes you can choose from:
Artistic: Ignores the IOR settings and uses the Schlick approximation to calculate the Fresnel term. The specular color is rendered as it is specified in the pin "Specular color".
IOR + color: Uses the (complex) IOR specified in the pin "Index of refraction" to calculate the reflection of the material and applies only the tint of the specular color channel.
RGB IOR: Uses the three complex IOR input values (which correspond to 650nm, 550nm, 450nm wavelengths) to approximate the reflective spectrum of the metal.
Added sheen to the glossy and the metallic material nodes.
Added support for the 2nd and 3rd UV channels in displacement mapping.
Added meta tags to allow OSL shaders to explicitly set up the default projection type for projection inputs (see "Point inputs" in https://staging-docs.otoy.com/osl/input ... index.html).
Added pin "Displacement direction" to the displacement node which allows you to choose which displacement vectors should be used.
Added an OSL baking camera node (required for the Unity plugin, see "Using the baking camera" https://docs.otoy.com/osl/camera/index.html).
Improved accuracy of Fresnel of the metallic meterial.
Improved the RGB to spectrum conversion, which slightly reduces the noise for highly saturated RGB colours (especially when used in scattering / absorption media).
Various improvements of the OSL and Lues editors in the Standalone, like asking for a reload when the code in a node item got changed or showing the name of the currently edited node item.
The progress bar while loading Alembic files shows now the actual progress.
Delayed the ORC authentication to avoid that the Octane startup hangs for several seconds.
Disabled ORC integration in net render slave builds (causing weird logging messages).
Replaced the DPI settings of the material preview with an object size you can specify directly.
Trying to improve displacement mapping in various corner cases and to improve handling of degenerated UV triangles in displacement.
Fixed normal orientation of displaced triangles if the UV map is mirrored.
Fixed missing GI clamp of beauty render passes.
Fixed ignored toon lights which were connected with an object layer map node.
Fixed vertically flipped order in the instance colour texture node.
Fixed incorrect evaluation of mix textures in the normal channel.
Fixed sampling of the Ward BRDF.
Fixed incorrect rendering of gradient texture with a control point set at 1.0.
Fixed tangent vector calculation on sphere primitives.
Fixed corner cases in metallic reflection with IOR set to (0, 0i).
Fixed various issues of OSL over network rendering.
Fixed OSL pow() function for a negative base and integer exponents.
Fixed type casts from OSL float to int, which was rounding instead of truncating and which happened in some (random) circumstances.
Fixed the default projection for procedural texture nodes to use world space (as in 3.07).
Fixed loading of bool input values of OSL shaders from OCS files.
Fixed appearance of integer OSL inputs without any bounds (no slider is shown in that case).
Fixed OSL shaders with array inputs.
Fixed default colours of the triplanar texture inputs.
Fixed the object space mode of texture projections.
Fixed switch between material node types to not copy over roughness between diffuse and glossy/specular/metallic materials.
Fixed kernel failure when a preview of an unconnected material linker is rendered.
Fixed a crash when you try to use the gizmos in a scene with a baking camera.
Fixed missing toon light linker nodes.
Fixed issue that would cause LiveDB thumbnails to not to be downloaded in some cases.
Fixed crash while loading Alembic files with curves and incosistent width information.
Fixed (rare) crash in octane-cli.exe.
Lua: Added option octane.PROPS_RENDER_START.restartwhich allows a Lua script to define if octane.render.start should restart or continue rendering. Until now it was always restarting.
Lua: Added octane.package.getFileList() to determine the complete list of all files stored in an ORBX package.



Requirements:
-You'll need to update your Cinema 4D to latest versions(R16.050, R17.053, R18.057, R19.053). 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(most recents like 39x.x) with Cuda 9.1 - change driver versions if you have much trouble with current driver


MANUALS:
Offline HTML: https://render.otoy.com/plugindownloads ... manual.zip (extract to c4doctane directory)
Online manual: https://docs.otoy.com/Cinema4DH/C4DPluginManual.htm
Partial help for Instance Color and Instance Range nodes:
Instance Color: https://drive.google.com/open?id=1uMyw4 ... mvoaHyYBVb
Instance Range: https://drive.google.com/open?id=1FF1ad ... eY8XjD10w1

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

_Instance_Colors.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


Viewport rendering mode
https://vimeo.com/265747658
https://vimeo.com/265294205
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Re: Version 3.08(latest stable)

Postby imcalledandy » Fri Apr 20, 2018 8:21 pm

imcalledandy Fri Apr 20, 2018 8:21 pm
Awesome! Thank you!
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Re: Version 3.08(latest stable)

Postby zinogino » Sat Apr 21, 2018 5:07 am

zinogino Sat Apr 21, 2018 5:07 am
Awesome release, does the AI denoiser works atm or until build? Tried turning it on and doesn't seem to have any differences.
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Re: Version 3.08(latest stable)

Postby VVG » Sat Apr 21, 2018 7:08 am

VVG Sat Apr 21, 2018 7:08 am
*added: A viewport overlay rendering mode for testing.*

thanks. very handy
Win 10x64, AMD 1950x 16C/32T, RAM 32Gb, RTX 3060x3
Octane-for-C4D(R23.110)2021.x.x, Cycles4D, Centileo. Nvidia 472.47 STUDIO
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Re: Version 3.08(latest stable)

Postby aoktar » Sat Apr 21, 2018 8:45 am

aoktar Sat Apr 21, 2018 8:45 am
zinogino wrote:Awesome release, does the AI denoiser works atm or until build? Tried turning it on and doesn't seem to have any differences.

Apparently is forgot to disable new parameters. It's not up to this build. Where did you see control?
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Re: Version 3.08(latest stable)

Postby thanulee » Sat Apr 21, 2018 9:56 am

thanulee Sat Apr 21, 2018 9:56 am
Thank u Aoktar for the new release!
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Re: Version 3.08(latest stable)

Postby milanm » Sat Apr 21, 2018 11:37 am

milanm Sat Apr 21, 2018 11:37 am
aoktar wrote:
zinogino wrote:Awesome release, does the AI denoiser works atm or until build? Tried turning it on and doesn't seem to have any differences.

Apparently is forgot to disable new parameters. It's not up to this build. Where did you see control?


Looks like someone was having too much fun with V4 ;)

...but it also looks like a bomb exploded in the 'res' folder!

A few more examples:
- CustomLUT is on a separate tab now in the 'Octane Settings' window.
- Misplaced parameters in the 'Camera Imager' tab in the 'OctaneCameraTag'.

Custom LUT feedback:

Relative paths are not working for LUTs in the Octane Settings window. For example, when we save project with assets and when we manually add luts in the project folder we have to fix the path every time we move the project folder. Workaround is to use the Custom LUT and 'camera imager' settings in the 'OctaneCameraTag' but that forces us to reorganize our projects and the way we use cameras specifically because of this (not to mention Xpresso and Python).

Thanks for the update Ahmet, viewport rendering is looking great so far!

Regards
Milan
Last edited by milanm on Sat Apr 21, 2018 11:42 am, edited 1 time in total.
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Re: Version 3.08(latest stable)

Postby aoktar » Sat Apr 21, 2018 11:37 am

aoktar Sat Apr 21, 2018 11:37 am
VVG wrote:*added: A viewport overlay rendering mode for testing.*

thanks. very handy

Thanks. Don't hesitate to share your advices or feedbacks!
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Re: Version 3.08(latest stable)

Postby aoktar » Sat Apr 21, 2018 11:42 am

aoktar Sat Apr 21, 2018 11:42 am
@Milanm
Hi,
I've seperated "custom lut" to another sub-tab because AI-denoiser will have another sub-tab. I didn't wanted to push into every parameters in a long list. I seemed like much mess to me. I cannot create sub-tabs under Camera tag.
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Re: Version 3.08(latest stable)

Postby milanm » Sat Apr 21, 2018 12:13 pm

milanm Sat Apr 21, 2018 12:13 pm
Ah, I get it, it makes sense. Thanks for replying.

I know it seems like UI is 'cosmetics' but it's actually very important feature for a realtime render engine like Octane. It's like moving a shift knob in a car a little bit to the front. It doesn't seem like a big deal but it's enough to break muscle memory and... well, it might cause a car crash if we miss it in the split second. ;)

Edit: I should have mentioned that my biggest concern is actually absolute file path in the Custom LUT setting in the Octane Settings window, not the UI.

Regards
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