Cinema4D version 2020.1.5-R4 (Obsolete stable) 17.10.2020

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aoktar
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divasoft wrote:I also noticed that in some cases octane cannot exit solo mode material. Nothing helps. We have to restore scenes from a backup. And if there is no copy, then the whole work will be ruined.
There's not a reason to ruin your work, what you mean? It just changes current kernel to info kernel and I can be stay in this mode if crashes. But it will not ruin anything in scene else of this. Please give sample to show how it stucks in this mode.
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aoktar
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divasoft wrote:Hi Ahmet, i found a new bug, please take a look.
https://yadi.sk/i/BUeetDn2PRDkIw
It's not reproductable, can you do? So send me a sample scene to check
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aoktar
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VVG wrote: 1.When will Neutron (node-based sys) be supported R23?
2.When will C4D XB 2020.2 ?
thanks
No timing, both will take some time to implement
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AaronWestwood
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Just wondering as I dont have the newer version. Have we got the option back on the scroll wheel to show color/luminance info?
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Kalua
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Hi, Aoktar
Since I upgraded to the latest Nvidia Studio driver 456.38 (requirement to 2020.2), Octane 2020.1.5 R3 started giving errors wich calls out the log window and closes Cinema 4D. So far erros are triggerd by different actions like: sliding "MAX tile Samples", sliding "parallel samples", opening the node editor or draging nodes.

PS: I haven't upgrade to R4. I will do it this afternoon. I report you back in case the errors persits.
Attachments
Just had this error captured, after that C4D closes.
Just had this error captured, after that C4D closes.
I cannot read the log since C4D closes before I can even read it.
I cannot read the log since C4D closes before I can even read it.
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aoktar
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Hi Kalua, please downgrade to previous stable driver. There will not newer sdk for 2020.1.x series. Using R4 will not help due to built on same sdk.
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bepeg4d
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Hi Kalua, I have 456.38 Studio driver installed from some time now, and everything is working smoothly here with both 2020.1.5, and 2020.2-XB :roll:

Note that 456.38 is available in both Game Ready and Studio version.

If you don’t have Maxwell GPUs installed, please make sure to perform a clean installation of 456.38 Nvidia Studio driver:
https://www.nvidia.com/download/driverR ... 3533/en-us

To perform a clean installation, please follow these steps:
Image

The previous version was 452.06 Nvidia Studio driver:
https://www.nvidia.com/download/driverR ... 3247/en-us

There is also a new version 456.71 of Nvidia Studio driver:
https://www.nvidia.com/download/driverR ... 6049/en-us

ciao Beppe
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Kalua
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bepeg4d wrote:Hi Kalua, I have 456.38 Studio driver installed from some time now, and everything is working smoothly here with both 2020.1.5, and 2020.2-XB :roll:

Note that 456.38 is available in both Game Ready and Studio version.

If you don’t have Maxwell GPUs installed, please make sure to perform a clean installation of 456.38 Nvidia Studio driver:
https://www.nvidia.com/download/driverR ... 3533/en-us

To perform a clean installation, please follow these steps:
Image

The previous version was 452.06 Nvidia Studio driver:
https://www.nvidia.com/download/driverR ... 3247/en-us

There is also a new version 456.71 of Nvidia Studio driver:
https://www.nvidia.com/download/driverR ... 6049/en-us

ciao Beppe
Thank you, Beppe.
I will run a clean driver install.
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Kalua
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Hi, Aoktar

Something else I noticed since 2020.1.5-R3 (as far as I can tell):

I created this glossy material with material layer (metallic), and it turns out the metallic layer gets this anysotropic effect although it's set to none.
On the other hand, a blend shader with equivalent settings (no material layered) get the correct result.
Is it a bug?

PS: Anysotropic effect goes away the moment I disconnect the material layer's bump. Even when bump connectted set to 0, Anysotropic effect appears, so it's not a bump scale issue.
Attachments
Nodes of the metallic material layer
Nodes of the metallic material layer
Screenshot 2020-10-21 094454.jpg (8.71 KiB) Viewed 3162 times
Glossy shader with metallic layer result in anysotropic reflect as opposit to a blend equivalent material.
Glossy shader with metallic layer result in anysotropic reflect as opposit to a blend equivalent material.
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jayroth2020
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Do you see the same result in Standalone?
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