Cinema4D version 2022.1.1-R6 (Obsolete stable) 08.07.2023

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lightborne
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Your welcome! This isn't a computer setting issue, it's baked into the render setting of the scene file. It was hit or miss during testing on our render farm because some scene files had that setting enabled and some did not. It was really strange because some computers would render the bad file just fine and others would hang on processing the Post Effect. We usually don't mess with that effect in the C4D render settings but we are working with some files handed to us from a 3rd party who must have had them turned on at one point
twik25
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Can confirm this solved some issues on my end as well. When building a new scene, it looks like post effects gets added by default (even if not using Octanes post effects). If you delete it, it was intermittently re-adding itself to the test file I was working on. It looks like if you delete it, then select Octane Renderer in the Render Settings, it gets added back in.

The best solution I have found so far is to leave it there, and just uncheck it.
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bepeg4d
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KeeWe wrote:Same here, plugin R3 won't load. edit: c4d version: 2023.1.3

I ask again: is the shadow pass bug supposed to be fixed in this plugin rev? Main app SDK seems to have it fixed (according to the changelog). I get a little bit worried since we are approaching a deadling and can't use (but need) the shadow pass in Post.
Yes, Shadow pass with HDRI has been fixed:
2021.1.7
2021.1.7
2022.1.1-R3
2022.1.1-R3
ciao,
Beppe
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aoktar
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lightborne wrote:Your welcome! This isn't a computer setting issue, it's baked into the render setting of the scene file. It was hit or miss during testing on our render farm because some scene files had that setting enabled and some did not. It was really strange because some computers would render the bad file just fine and others would hang on processing the Post Effect. We usually don't mess with that effect in the C4D render settings but we are working with some files handed to us from a 3rd party who must have had them turned on at one point
Listen me: There are a problem which is not about me/us. Same codes was working well before Maxon SDK updates. Of course good to know a work-around for users, which is surpassing the crashing part. But it's not a solution. There was not any problem with this part until now since years. I'm pretty sure something has been changed by Maxon, but I don't know yet. Because crashes are not happening on our machines. That's a real mess here.
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twik25
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Hi Ahmet,

I just wanted to jump in and say no one is blaming you for this issue. Obviously this is a Maxon thing since it only started on 2023.2. We are just trying to provide you with what we notice, in this case an issue, to see if you can find a solution. You're right, this work-around is great, but it isn't a solution. I can understand the frustration of not being able to reproduce the issue. On that note, if you would like to remote-connect to my machine to see if there is anything else you can detect that isn't in the logs... please let me know, I'd be happy to help.
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aoktar
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twik25 wrote:Hi Ahmet,

I just wanted to jump in and say no one is blaming you for this issue. Obviously this is a Maxon thing since it only started on 2023.2. We are just trying to provide you with what we notice, in this case an issue, to see if you can find a solution. You're right, this work-around is great, but it isn't a solution. I can understand the frustration of not being able to reproduce the issue. On that note, if you would like to remote-connect to my machine to see if there is anything else you can detect that isn't in the logs... please let me know, I'd be happy to help.
I'm not saying someone is blaming me, thanks anyway!
Just feeling that's messy case for me after some SDK updates on Maxon side. Having a remote access to investigate that would be great.
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UON.Visuals
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Happy to say the bug I mentioned before has been fixed, but I've found a new bug with how octane maps the shader color values to the color shader node in materials.
Usually to color a set of clones using a gradient in octane, I put a black and white gradient in the shader, set it to linear so the colors are mapped evenly, then apply the material to the clones.
Simple instance color setup
Simple instance color setup
In the render, my gradient is supposed to be linearly applied along the clones:
How it's supposed to look
How it's supposed to look
However, now Octane maps them in a cubic or non-linear way, like this:
Current Octane Result
Current Octane Result
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aoktar
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UON.Visuals wrote:Happy to say the bug I mentioned before has been fixed, but I've found a new bug with how octane maps the shader color values to the color shader node in materials.
Usually to color a set of clones using a gradient in octane, I put a black and white gradient in the shader, set it to linear so the colors are mapped evenly, then apply the material to the clones.
Screenshot 2023-04-15 184218.png
In the render, my gradient is supposed to be linearly applied along the clones:
Screenshot 2023-04-15 184218.png
However, now Octane maps them in a cubic or non-linear way, like this:
Screenshot 2023-04-15 184218.png
1-How you can define something like bug? You do something complex and also there are a lot of limitations that avoids to do exact same gradient.
2-Why don't you share a scene, I cannot create same scene.
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SSmolak
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UON.Visuals wrote: However, now Octane maps them in a cubic or non-linear way, like this:
Screenshot 2023-04-15 184218.png
Check if you have OCIO color space turned on in C4D. I noticed that gradients have issue using OCIO color space.
Architectural Visualizations http://www.archviz-4d.studio
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UON.Visuals
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SSmolak wrote:
Check if you have OCIO color space turned on in C4D. I noticed that gradients have issue using OCIO color space.
Thanks, that was exactly the problem! Had to also switch from sRGB to linear in the basic color management mode
Screenshot 2023-04-16 114612.png
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