Remove other plugins and send bugreport if continues.aybekdes wrote:Crash while quitting cinema 4d R19, redownload?
Version 3.08.5-R3 (V3 stable) 24.10.2018
Moderators: ChrisHekman, aoktar
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
Tried this version too. Same issue. Even after replacing the RES file, it then says the same error but on line 83 now. At this stage of the game I just want to know which build will work on my setup without crashing, I don't even care if it's an older build.aoktar wrote:It was a partial error on an old build. Didn't you try latest 3.08.5?Jian-Fei wrote:Hi,
I have C4D R15 running version 3.08.3 and I keep getting the same crash repeatedly that I saw a few users address concerning the RES. files, I even downloaded the replacement files from user "eyeonestudio" and I'm still having the same issue. My question is can I fix that error by uninstalling, then downloading and installing this version? Is anyone still having that same crash issue? I don't want to have to go through having to uninstall, then reinstall over and over if there may be an easier fix. HELP!!!
It's not a crash, just warning for an unsupported keyword by R15. It's probably SCALE_V keyword in this *.res file. Could you please find this line in c4doctane/res/description/*.res and delete SCALE_V?Jian-Fei wrote: Tried this version too. Same issue. Even after replacing the RES file, it then says the same error but on line 83 now. At this stage of the game I just want to know which build will work on my setup without crashing, I don't even care if it's an older build.
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
No sir, it is most certainly a crash/freeze. When I go to use the node editor and the second I select an image texture node I get RES errors for texture projection Line 8 and image texture Line 102. I went to the texture projection RES file and deleted the "SCALE_V" from the code but the image texture RES file didn't even have a "SCALE_V" line in the code at Line 102 where I kept getting the prompt. Nonetheless, nothing has worked and the system locks me into those two errors over and over and I can't escape, ergo crash/frozen.aoktar wrote:It's not a crash, just warning for an unsupported keyword by R15. It's probably SCALE_V keyword in this *.res file. Could you please find this line in c4doctane/res/description/*.res and delete SCALE_V?Jian-Fei wrote: Tried this version too. Same issue. Even after replacing the RES file, it then says the same error but on line 83 now. At this stage of the game I just want to know which build will work on my setup without crashing, I don't even care if it's an older build.
I have a strange network render problem:
My slaves aren't shown in the Network Settings window inside Cinema 4D and they are not rendering in Cinema 4D.
They are however shown and rendering in the Octane Standalone.
In C4D the "Active network deamons" field is always empty, "Master network port" settings has no effect.
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Never mind, it was a firewall problem. I had to set an exception for C4D and now it is running
My slaves aren't shown in the Network Settings window inside Cinema 4D and they are not rendering in Cinema 4D.
They are however shown and rendering in the Octane Standalone.
In C4D the "Active network deamons" field is always empty, "Master network port" settings has no effect.
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Never mind, it was a firewall problem. I had to set an exception for C4D and now it is running

C4D 2025 | Win10
Hello everybody.
I have been looking around quite a bit all day and did not find what I am searching for. Is there any good and in depth documentation of how beauty passes combine in Compositing?
I am trying to extract all direct and indirect lighting from a scene to multiply the result as shadows (also colored spilled light) on a different background.
I would be very happy about any kind of help or hints.
Moritz
I have been looking around quite a bit all day and did not find what I am searching for. Is there any good and in depth documentation of how beauty passes combine in Compositing?
I am trying to extract all direct and indirect lighting from a scene to multiply the result as shadows (also colored spilled light) on a different background.
I would be very happy about any kind of help or hints.
Moritz
Heya, they are combined as in all engines. If ur doing deep compositing, needs raw dif x dif filter (i dont remember names in octane exactly).
If thats not the case then all u need is 16bit exr with additive mode and all the usual passes gi/direct/refle etc. The difference u will see is from camera imager eg. u wont have vignette or tonemapping/luts. Idk how online documentation covers this part, but if u know comp from any other engines, u ll find same passes here.
If thats not the case then all u need is 16bit exr with additive mode and all the usual passes gi/direct/refle etc. The difference u will see is from camera imager eg. u wont have vignette or tonemapping/luts. Idk how online documentation covers this part, but if u know comp from any other engines, u ll find same passes here.
Thanks for your help thanulee!thanulee wrote:Heya, they are combined as in all engines. If ur doing deep compositing, needs raw dif x dif filter (i dont remember names in octane exactly).
If thats not the case then all u need is 16bit exr with additive mode and all the usual passes gi/direct/refle etc. The difference u will see is from camera imager eg. u wont have vignette or tonemapping/luts. Idk how online documentation covers this part, but if u know comp from any other engines, u ll find same passes here.
Yeah, I tried that.
I guess for this to work one has to have a 100% linear workflow established, right? Had a client asking for the shadow pass, at the far end of a project, where tonmapping, LUTs, random textures where all mixed in a C4D octane file.
So the result of dif minus dif-filter was close, yet was extremely noisey and even showed parts of the textures.. tried all kind of output option in octane like sRGB/tonemapped; sRGB/linear; lienar/tonemapped and linear/linear for "Image color profile"/"Tonemap type" but could't make it work, so I just gave him the shadow pass.
Would have loved to extract direct and indirect shadows. But now with the direct shadow pass the client seem shappy anyhow.
Exactly, u need to be 100% linear for build beauty back. And from there on add ur luts vign in post manually. Btw shadows is not part of beauty unless deep compositing (which im not sure is used there as well).
Its kind of a utility pass and in vray that i was doing comp as well, was very noisy there too. I could only use it as mask to boost shadows a bit and not part of main comp + is tricky to extract it completely clean from ur render and give it separately while maintain ur render with no shadows.
Its kind of a utility pass and in vray that i was doing comp as well, was very noisy there too. I could only use it as mask to boost shadows a bit and not part of main comp + is tricky to extract it completely clean from ur render and give it separately while maintain ur render with no shadows.
this might help you https://youtu.be/jBO7ywXpxCYmomade wrote:Hello everybody.
I have been looking around quite a bit all day and did not find what I am searching for. Is there any good and in depth documentation of how beauty passes combine in Compositing?
I am trying to extract all direct and indirect lighting from a scene to multiply the result as shadows (also colored spilled light) on a different background.
I would be very happy about any kind of help or hints.
Moritz
OSX 10.12.4 | Intel 12 core @ 3.33 ghz | 128 gb ram | NVIDIA GeForce GTX 1080TI | Ubuntu Linux slave with 3x 1080ti