export failed due to nodetree?

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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more3D
Licensed Customer
Posts: 38
Joined: Fri Nov 26, 2010 3:04 pm
Location: Cologne, Germany

Hi,

I try to render a quick walkcycle in octane, lit-up by two blackbody emissons.

If I understood correctly, I have to save the ocs first from C4D, open it in octane, set up the shadertree, apply the emission nodes by hand - and click on save to overwrite the ocs.
Once back in Cinema4D, I just have to click on render animation.

But at this point I always get a Visual C++ Runtime error in nodegraph.cpp Line: 245

The ocs file seems fine, shows me the correct setup & render when directly opened through octane,
so I´m looking for an answer why it failes when accessed through the C4D plugin?

thanks in advance!
Attachments
bug.jpg
node_tree.jpg
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face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

Use material macros for materials and use it for every material...

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
more3D
Licensed Customer
Posts: 38
Joined: Fri Nov 26, 2010 3:04 pm
Location: Cologne, Germany

That doesn´t change anything.
Render properly starts as I open the ocs directly in octane, but crashes when I try to access through the Cinema Plugin.
Visual C++ Runtime error in nodegraph.cpp Line: 245
Even with macros.

Rendering animation generally works fine thorugh the plugin, the crash occures only in conclusion with adding the shadertree to the ocs.
But without the shadertree there are no light emitting black bodies possible for animation purposes.

BTW: I haven´t figured out yet how to rename macros?
Attachments
macro.jpg
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abstrax
OctaneRender Team
Posts: 5509
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Face is right, you have to connect each material pin with a node, if you want to use relinking (which happens automatically, when you export from C4D). Or at least have no gap between pins that are connected to nodes. This is a bug in Octane 1.023 and is described here a bit more detailed: http://www.refractivesoftware.com/forum ... =23&t=4272

Next week we're planning to release version 1.023 v5b which fixes this and other problems.

Regarding renaming macros: You can rename nodes/amcros and other stuff in the node inspector. The name right to the type selection combo field is actually an edit field. Just type a new name there.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
more3D
Licensed Customer
Posts: 38
Joined: Fri Nov 26, 2010 3:04 pm
Location: Cologne, Germany

ah... filling all material gaps was the solution.
Thanks face, I misunderstood you.

abstrax, thank you also, but please hurry on 1.023 v5b! :D
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