In a few daysAaronWestwood wrote:aoktar wrote:It's another mysterious shit of R21, looking out why it happen.AaronWestwood wrote: Amazing well done! Looking forward to that. By chance any headway on the scatter, or is that a trickier beast?
EDIT: I've managed to avoid jumping clones. They are not doing this now. But I've detected that clone positions are not same as in previous C4D versions. Because of some R21 revisions of used distribution functions in Cinema 4D. So DON'T USE old scatter object scenes in R21.
Sweeet!! Fantastic news Aoktar. Any ideas when this update will be available?
Cinema 4D version 2018.1.3-R5 (Latest stable) - 07.10.2019
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
- AaronWestwood
- Posts: 141
- Joined: Sun Feb 26, 2017 3:01 pm
Fantastic. Looking forward to it!
3D Environment Artist
http://www.artstation.com/aaronwestwood
2 x 4090 // 13900KS // 96GB 5600mHz DDR5 // Windows 11
http://www.artstation.com/aaronwestwood
2 x 4090 // 13900KS // 96GB 5600mHz DDR5 // Windows 11
Updated the version for your fixes.AaronWestwood wrote:Fantastic. Looking forward to it!
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
- AaronWestwood
- Posts: 141
- Joined: Sun Feb 26, 2017 3:01 pm
Obviously not a pressing issue, but would be great to have the 'effectors box' bigger
Currently only has space for 1 effector at a time and when you have a few its hard to navigate.

- Attachments
-
- SCATTER.PNG (8.8 KiB) Viewed 4046 times
3D Environment Artist
http://www.artstation.com/aaronwestwood
2 x 4090 // 13900KS // 96GB 5600mHz DDR5 // Windows 11
http://www.artstation.com/aaronwestwood
2 x 4090 // 13900KS // 96GB 5600mHz DDR5 // Windows 11
Unfortunately the scattering object jumping issue is still a problem for me. I pulled up R19 with v4.02.1-R3 to make sure I wasn't messing up anything, but it was perfect still with no random jumping when doing the exact same thing as in R21 with 2018.1.3-R4 To be clear these are completely new scenes for each test. R21 is just a simple plane with spheres scattered around using the scatter object.aoktar wrote:Updated the version for your fixes.AaronWestwood wrote:Fantastic. Looking forward to it!
Aaron showed me the exact same setup and his seems to be working perfectly... Any ideas?
Thanks Ahmet!
EDIT!!!!
IT DOES WORK! I had R3.... I just went to R4 and it works perfectly!!!
Can this be the reason for scattering jumping instances viewtopic.php?f=81&t=72705#p369436
No! But It's fixed and I explained that in my old posts.coilbook wrote:Can this be the reason for scattering jumping instances viewtopic.php?f=81&t=72705#p369436
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
Thanks for getting the scattering issue ironed out Ahmet! That will save my butt big time!
I'm not sure how hard / easy this is, but in the previous versions of octane (before 4.04) I was able to stop a render mid way and still have all the passes save out. For example, if I set a render to 4000 samples and let it render for a bit, step away for 15 - 20 mins and come back, I could stop the render early and it would save all the passes as they were at that moment in the picture viewer. Now if I stop a render early nothing is saved at all. Like I said, not sure how easy that would be to re-implement but that would be an incredible help in some future version.
Again, I greatly appreciate all the hard work you do!
Thanks!
I'm not sure how hard / easy this is, but in the previous versions of octane (before 4.04) I was able to stop a render mid way and still have all the passes save out. For example, if I set a render to 4000 samples and let it render for a bit, step away for 15 - 20 mins and come back, I could stop the render early and it would save all the passes as they were at that moment in the picture viewer. Now if I stop a render early nothing is saved at all. Like I said, not sure how easy that would be to re-implement but that would be an incredible help in some future version.
Again, I greatly appreciate all the hard work you do!
Thanks!
Dear community.
Im handling multi-layered EXR files (32 Bit/Channel) and I am wondering, why my depth pass looks like the attached image. No matter what value I set "Z-Depth max" to (What are the units for "Z-Depth max" anyhow?) the result remains the same: An image with almost zero grey values - basically everything white.
I use EXtractoR in AE to extract the passes...
Could it be, that the z-depth pass is not supplosed to be saved into an multi layered EXR file?
Best.
Moritz
Im handling multi-layered EXR files (32 Bit/Channel) and I am wondering, why my depth pass looks like the attached image. No matter what value I set "Z-Depth max" to (What are the units for "Z-Depth max" anyhow?) the result remains the same: An image with almost zero grey values - basically everything white.
I use EXtractoR in AE to extract the passes...
Could it be, that the z-depth pass is not supplosed to be saved into an multi layered EXR file?
Best.
Moritz
I'm running into a bug where every time I drop a new material on an object (or even replace the material) the object disappears in the C4D viewport, but it's still visible in octane LV. The only way that I've found make the object reappear is to open the material editor and double-click the material preview. It's weird but very inconvenient.