Cinema4D version 2021.1-(R7) (Obsolete) 17.12.2021

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aoktar
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Hi @rleuchovius and @bartolos,
I'll check this then give feedback
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blackcat321
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aoktar wrote:
yazi10412727 wrote:EXR(octane) Incorrect output and No files
EXR Can output correctly
Probably doing something that's not supported. Better info would be great to explain what you do
Need to check “save beauty”, now it is not checked by default
Last edited by blackcat321 on Mon Nov 08, 2021 3:28 am, edited 1 time in total.
blackcat321
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1.In S24, the plug-in is not displayed after installation
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bepeg4d
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blackcat321 wrote:1.In S24, the plug-in is not displayed after installation
Please make sure to have updated S24 to R24.111 build, as reported in the first post in red, or plugin cannot be loaded.

ciao
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divasoft
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Hi! Can anyone explain how the clipping material works?
jayroth2020
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The Clipping material is a special purpose material and is used to remove portions of any geometry in the scene that intersects with any object(s) with the clipping material applied. The Clipping material uses the material priority to determine if an object will be clipped or not. The Clip material has a default priority of 100 and clips away any geometry with an assigned material priority less than the clipping material. This value can be changed to better suit the needs of the scene. Any number of Clipping materials can be present in the scene, each with separate Intersection materials as needed. Just make sure that the meshes to which the Clipping materials are applied to NOT intersect.

If an Intersection material is assigned in the Intersection slot, this material will be assigned to the faces that result from the subtraction process. Otherwise, the Clipping material serves no direct shading function.

Tips:
  • The Clipping material must be the ONLY material assigned to the clipping geometry.

    Overlapping geometry (AKA co-resident polygons) will produce artifacts.

    Self-intersecting geometry or intersecting clipping objects can cause artifacts.

    Objects that are to be clipped must be enclosed manifolds.

    If multiple clipping objects are used, make sure they do not overlap with each other.

    If an intersection material is unspecified, the result will use the object-to be-clipped material instead.

    The intersection object must be clean geometry and watertight — no holes or gaps. Any excess vertices should be removed.

    If artifacts are observed, enable the Custom Ray Epsilon and edit the value to suit (typically a value lower than the Kernel Ray Epsilon value).

    If artifacts are encountered while using displacements, try switching to Vertex Displacement (or vice versa).

    If objects are unintentionally clipped, make sure material assigned to those objects have a priority higher than that of the clipping material.

    Visible lights may not appear within interior volumes created by the Clipping material, due to the lack of a priority attribute for the lights. These lights will still provide illumination within the scene, however, and will otherwise act normally.

    When using the Emission nodes with the Clipping material, it may be necessary to make the Emission nodes double-sided.
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divasoft
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jayroth2020 wrote:The Clipping material is a special purpose material and is used to remove portions of any geometry in the scene that intersects with any object(s) with the clipping material applied. The Clipping material uses the material priority to determine if an object will be clipped or not. The Clip material has a default priority of 100 and clips away any geometry with an assigned material priority less than the clipping material. This value can be changed to better suit the needs of the scene. Any number of Clipping materials can be present in the scene, each with separate Intersection materials as needed. Just make sure that the meshes to which the Clipping materials are applied to NOT intersect.

If an Intersection material is assigned in the Intersection slot, this material will be assigned to the faces that result from the subtraction process. Otherwise, the Clipping material serves no direct shading function.

Tips:
  • The Clipping material must be the ONLY material assigned to the clipping geometry.

    Overlapping geometry (AKA co-resident polygons) will produce artifacts.

    Self-intersecting geometry or intersecting clipping objects can cause artifacts.

    Objects that are to be clipped must be enclosed manifolds.

    If multiple clipping objects are used, make sure they do not overlap with each other.

    If an intersection material is unspecified, the result will use the object-to be-clipped material instead.

    The intersection object must be clean geometry and watertight — no holes or gaps. Any excess vertices should be removed.

    If artifacts are observed, enable the Custom Ray Epsilon and edit the value to suit (typically a value lower than the Kernel Ray Epsilon value).

    If artifacts are encountered while using displacements, try switching to Vertex Displacement (or vice versa).

    If objects are unintentionally clipped, make sure material assigned to those objects have a priority higher than that of the clipping material.

    Visible lights may not appear within interior volumes created by the Clipping material, due to the lack of a priority attribute for the lights. These lights will still provide illumination within the scene, however, and will otherwise act normally.

    When using the Emission nodes with the Clipping material, it may be necessary to make the Emission nodes double-sided.
Thank you for detailed answer
hausgross
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Hi Ahmet!

I found an issue with color management and OCIO.
Color Management.jpg
If the checkbox "Automatic (recommended)" is not checked the render turns out completely black. Since I don't know what "Automatic" does I prefer to setup the color space myself.



Another issue I have has to do with multilayer output.
When I open old scenes with 2021.01 there are no multipass channels active and i found no way to see what was set up. Is there a way to automatically convert old style mp layers to the new AOV system?
jayroth2020
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From the Docs, here: https://docs.otoy.com/cinema4d/ACESOCIOQuickStart.html

"INTERMEDIATE COLOR SPACE
In the Color Management tab, the Automatic toggle will set up the Octane and OCIO intermediate color spaces for you. The Automatic toggle is enabled by default, which guarantees that the Octane and OCIO color spaces are in sync (as they must be for ACES/OCIO to work properly). To choose alternative intermediate color management, disable the Automatic switch, and additional choices will then become available. If you change these two settings, you must ensure they match each other. Some config.ocio files have a broader selection than others. The config.ocio file referenced in this topic offers only the ACES 2065-1 choice for Octane; therefore, the only option to use for OCIO is also ACES 2065-1."
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
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aoktar
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hausgross wrote:Hi Ahmet!

I found an issue with color management and OCIO.
Color Management.jpg
If the checkbox "Automatic (recommended)" is not checked the render turns out completely black. Since I don't know what "Automatic" does I prefer to setup the color space myself.



Another issue I have has to do with multilayer output.
When I open old scenes with 2021.01 there are no multipass channels active and i found no way to see what was set up. Is there a way to automatically convert old style mp layers to the new AOV system?
I'll add a conversion command for that
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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