Cinema4D version 2023.1-[R7] (Obsolete stable) 25.11.2023

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mitchino
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Thanks Beppe,

Still not clear, will the cross platform net rendering work in the live viewer? i.e. working on M1/M2 machine but PC acting like epgu?

Thanks,

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BCres
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Thank you for the R3 update! The scenes with Octane scatter are opening fine now.
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aoktar
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BCres wrote:Thank you for the R3 update! The scenes with Octane scatter are opening fine now.
Yes fixed with help of Maxon guys.
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Kalua
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R3 is working great so far!
Thanks, Aoktar!
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SSmolak
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In my opinion texture cache doesn't work. In big scenes render took 5min but every frame needs 1,5min for caching textures ( hdd is going crazy). It do that for every frame.

Option for disable GPU from AOV computing to free some VRAM was gone.

Can you add option to sort textures in Octane Texture Manager by resolution or VRam usage ?
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aoktar
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SSmolak wrote:In my opinion texture cache doesn't work. In big scenes render took 5min but every frame needs 1,5min for caching textures ( hdd is going crazy). It do that for every frame.

Option for disable GPU from AOV computing to free some VRAM was gone.

Can you add option to sort textures in Octane Texture Manager by resolution or VRam usage ?
It works! How do you check it that should be wrong there. We don't write anything for caches, plugin simply keeps the textures in VRAM as cached and Octane will not reload these unless reset data. You can simply see the effect if you resend the scene. Also textures shouldn't be reloaded between frames, even same for any others like objects unless something triggered or bounds of OOC.
And option gone right!
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SSmolak
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aoktar wrote: It works! How do you check it that should be wrong there...
I will check again but as I said - it cache them again and again for every render Take. Maybe it is caused by Take system which trigger them to reload ?
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aoktar
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SSmolak wrote:
aoktar wrote: It works! How do you check it that should be wrong there...
I will check again but as I said - it cache them again and again for every render Take. Maybe it is caused by Take system which trigger them to reload ?
As I said that we don't cache something that's visible to user. Takes will cause load the unloaded parts when you switch on/off.
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DinoMuhic
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Secretwoodsrl wrote:Hello aoktar,
thank you so much for your work.

I've found a bug with analytics lights, I don't know if it's a core bug.

Using light pass mask with ID I can't hide the reflection of the analytics light on a object, it only masks the diffuse light.
If I revert the light to primitive, everything works as expected.

If I use the Direct lighting kernel, with Ambient occlusion as GI Mode, everything works fine, even with analytics lights.
But if I change GI mode to Diffuse or I change kernel, I obtain the bug.
Hi, I checked this and it only looks like it works with primitives. But it doesn't.
The only thing different is that with primitive lights, the shape gets a black diffuse.
In your rendering it looks like its gone, but if you add an environment to your scene, you will still see the black shape there where the light is.

If you want to hide the reflection of the light you should set it to 0 in the visibilty tab under "General Visibility".
The only thing different between primitives and analytic lights is that the default diffuse color is set to black for primitives.
But that might get fixed in the future.
krisclemson
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AnalyticalLight no VDB Fog Volume.png
AnalyticalLight with Fog VOlume.png
If an analytical light is inside a VDB Fog Volume, you can see it through geometry I reckon.
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