Hi Aoktar, I've been rendering most of these pieces now using the Generate > Circle method and you were right, it's becoming quite time-consuming!
If I set it to Generate > Spline and add the Octane Hair tag it is much easier, but the hairs do not show up in any renders I add to the Render Queue. If I render through the Picture Viewer it works fine but I need to queue around 10 pieces at a time. My hair modules still need to exist within a cloner.
Do you have that test build available please? It would be a huge help right now! Thanks
C4D Hair Module In Cloner - Octane Live Viewer Errors
Moderators: ChrisHekman, aoktar
Have you ever looked to latest builds and report back please? It should be completely fine.
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
Ok great, thanks! This seems to be working well now.
The main issue now is that when the object moves, the hair is moving to a different/exaggerated rate. So the hair is no longer stuck to the base that the roots are rooted to.
Again if I render through Picture Viewer it is all fine, but in the Render Queue I get this issue.... (see attached)
Queue: Viewer: Is this anything that can be fixed with priority ordering of the hair/base? The object is being manipulated by a bend deformer. Thank you.
The main issue now is that when the object moves, the hair is moving to a different/exaggerated rate. So the hair is no longer stuck to the base that the roots are rooted to.
Again if I render through Picture Viewer it is all fine, but in the Render Queue I get this issue.... (see attached)
Queue: Viewer: Is this anything that can be fixed with priority ordering of the hair/base? The object is being manipulated by a bend deformer. Thank you.
There is not any revisions to cause this. Have you ever tested with another renderer?
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
- jayroth2020
- Posts: 486
- Joined: Mon May 04, 2020 7:30 pm
If the hair is moving at an exaggerated rate, then you have a double transform happening. This can happen depending upon how you have assigned your hair object. The reason that the error shows up in Render Queue is because that is what Cinema is actually sending to Octane to render via its evaluation pipeline (Live Viewer does not go through the evaluation pipeline for performance purposes).
Rule of thumb: Always do a make preview to validate your animation. If it is wrong in the Preview, it will also be wrong in the render.
Priority adjustment may help, but hard to say for sure without seeing your file.
Rule of thumb: Always do a make preview to validate your animation. If it is wrong in the Preview, it will also be wrong in the render.
Priority adjustment may help, but hard to say for sure without seeing your file.
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
Thanks for the explanation, Jayroth. What's odd is the base that the hair is rooted to is staying where it should be, but the hair no longer seems to follow it.
I'll have a deeper look at the hierarchy now. But if you could find time to take a look, that would be amazing. I've uploaded the file here - https://we.tl/t-XxcKvOGxby
I'll have a deeper look at the hierarchy now. But if you could find time to take a look, that would be amazing. I've uploaded the file here - https://we.tl/t-XxcKvOGxby
- jayroth2020
- Posts: 486
- Joined: Mon May 04, 2020 7:30 pm
This is a crazy setup that you have here... how are you getting your deformers to affect the geo?
Some comments:
- The character mesh is waaaay too dense. I would really simplify and use the Octane Object tag and subdivide instead.
- I would use joints and skinning to create a dependable rig. You have a very loose, abstract relationship here with the deformers and the mesh, and that could be where the disconnect is occurring.
- I would cache the hair dynamics.
Hope this helps. More information from you can help me to offer better suggestions.
Some comments:
- The character mesh is waaaay too dense. I would really simplify and use the Octane Object tag and subdivide instead.
- I would use joints and skinning to create a dependable rig. You have a very loose, abstract relationship here with the deformers and the mesh, and that could be where the disconnect is occurring.
- I would cache the hair dynamics.
Hope this helps. More information from you can help me to offer better suggestions.
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
Thanks for looking over it.
The deformers are just bending the Null containing all the character assets. I've stripped everything else out of the project, but the XP is driving the character's asset selection.
I'll look at the mesh tomorrow, the hair shouldn't have any dynamics or forces enabled. Do you see anything that might be causing the disconnect/double transform in the layer structure?
I thought using a bend deformer such as this was fairly normal practice for simple character motion. Is it the layer structure or the use of the mesh that's unorthodox?
The deformers are just bending the Null containing all the character assets. I've stripped everything else out of the project, but the XP is driving the character's asset selection.
I'll look at the mesh tomorrow, the hair shouldn't have any dynamics or forces enabled. Do you see anything that might be causing the disconnect/double transform in the layer structure?
I thought using a bend deformer such as this was fairly normal practice for simple character motion. Is it the layer structure or the use of the mesh that's unorthodox?
- jayroth2020
- Posts: 486
- Joined: Mon May 04, 2020 7:30 pm
Ok, I was looking at the wrong deformer earlier, I see it now.
The hair object is referencing an object that is being animated while it itself is also being animated by the deformer. Try putting the hair object just below the WOIM null and it should render fine.
The hair object is referencing an object that is being animated while it itself is also being animated by the deformer. Try putting the hair object just below the WOIM null and it should render fine.
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
AGAIN please test your setups via default renderer in to picture viewer. It's the reference way to check geometry outputs. Live Viewer is using viewport data. Keep this in your mind.aoktar wrote:There is not any revisions to cause this. Have you ever tested with another renderer?
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