Octane 2023 vs 2022 - Post Pass Alpha Issue

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

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Mayahi
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Posts: 22
Joined: Fri Jan 09, 2015 1:10 am

Please see image attached. I'm trying to figure out why when I render to PNGs in version 2023, the alpha isn't acting like it used to in 2022. The post pass used to include the environment so the blooms wouldn't be cut out.
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octane post.png
Windows 10 | 3060ti | Ryzen 7 5800x | 128GB
C4D 2023.1 | Octane Studio+ 2022.1
Mayahi
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Posts: 22
Joined: Fri Jan 09, 2015 1:10 am

Another example of 22 vs 23, same exact setup. Post pass is including the alpha channel in 23.
Attachments
post pass example.jpg
Windows 10 | 3060ti | Ryzen 7 5800x | 128GB
C4D 2023.1 | Octane Studio+ 2022.1
Honom
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Posts: 2
Joined: Tue Jan 19, 2016 2:24 pm

I'd love to hear an answer to this as well. I can't seem to get out the post pass without an alpha anymore. I tried activating "include environment" but it doesn't seem to do anything different. I'd really love to have the old effect back :)
Mayahi
Licensed Customer
Posts: 22
Joined: Fri Jan 09, 2015 1:10 am

Honom wrote:I'd love to hear an answer to this as well. I can't seem to get out the post pass without an alpha anymore. I tried activating "include environment" but it doesn't seem to do anything different. I'd really love to have the old effect back :)
If it helps -

My workaround was making a custom AOV pass using the compositing nodes. Put a RenderAOV:Post over a Black Solid. See image. That "Post" Node is just an AOV Group node that I renamed. This works just as you'd expect the old post pass to render, just its named "Out1" instead of "Post".
Attachments
Screenshot 2024-03-21 100343.png
Windows 10 | 3060ti | Ryzen 7 5800x | 128GB
C4D 2023.1 | Octane Studio+ 2022.1
skientia
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Joined: Tue Mar 12, 2024 1:50 am
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Mayahi wrote:Please see image attached. I'm trying to figure out why when I render to PNGs in version 2023, the alpha isn't acting like it used to in 2022. The post pass used to include the environment so the blooms wouldn't be cut out.
Nobody should be exporting as PNG in the first place, a never ending worldwide misconception.

It can be as straight forward as a single right-click EXR export for no problem whatsoever. No workaround, hackery, trick.
Mayahi
Licensed Customer
Posts: 22
Joined: Fri Jan 09, 2015 1:10 am

skientia wrote:
Mayahi wrote:Please see image attached. I'm trying to figure out why when I render to PNGs in version 2023, the alpha isn't acting like it used to in 2022. The post pass used to include the environment so the blooms wouldn't be cut out.
Nobody should be exporting as PNG in the first place, a never ending worldwide misconception.

It can be as straight forward as a single right-click EXR export for no problem whatsoever. No workaround, hackery, trick.
Yes, thank you, I've seen that article before. The issue is that this workflow used to work in the older version of Octane, and now doesn't. Regardless of PNG's inferiority to EXRs.
Windows 10 | 3060ti | Ryzen 7 5800x | 128GB
C4D 2023.1 | Octane Studio+ 2022.1
Honom
Licensed Customer
Posts: 2
Joined: Tue Jan 19, 2016 2:24 pm

Mayahi wrote:
Honom wrote:I'd love to hear an answer to this as well. I can't seem to get out the post pass without an alpha anymore. I tried activating "include environment" but it doesn't seem to do anything different. I'd really love to have the old effect back :)
If it helps -

My workaround was making a custom AOV pass using the compositing nodes. Put a RenderAOV:Post over a Black Solid. See image. That "Post" Node is just an AOV Group node that I renamed. This works just as you'd expect the old post pass to render, just its named "Out1" instead of "Post".
That is AMAZING! Honestly you saved me from a quite a few new gray hairs. This workaround worked perfectly, thank you Mayahi!
Mayahi
Licensed Customer
Posts: 22
Joined: Fri Jan 09, 2015 1:10 am

Honom wrote:
Mayahi wrote:
Honom wrote:I'd love to hear an answer to this as well. I can't seem to get out the post pass without an alpha anymore. I tried activating "include environment" but it doesn't seem to do anything different. I'd really love to have the old effect back :)
If it helps -

My workaround was making a custom AOV pass using the compositing nodes. Put a RenderAOV:Post over a Black Solid. See image. That "Post" Node is just an AOV Group node that I renamed. This works just as you'd expect the old post pass to render, just its named "Out1" instead of "Post".
That is AMAZING! Honestly you saved me from a quite a few new gray hairs. This workaround worked perfectly, thank you Mayahi!
Awesome, glad to hear!
Windows 10 | 3060ti | Ryzen 7 5800x | 128GB
C4D 2023.1 | Octane Studio+ 2022.1
boxfx
Licensed Customer
Posts: 276
Joined: Fri Apr 27, 2012 9:13 am

skientia wrote:
Mayahi wrote:Please see image attached. I'm trying to figure out why when I render to PNGs in version 2023, the alpha isn't acting like it used to in 2022. The post pass used to include the environment so the blooms wouldn't be cut out.
Nobody should be exporting as PNG in the first place, a never ending worldwide misconception.

It can be as straight forward as a single right-click EXR export for no problem whatsoever. No workaround, hackery, trick.
Nice to See Elsksa made a new forum account and continues to peddle the bizarre png hatred.
skientia
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Posts: 264
Joined: Tue Mar 12, 2024 1:50 am
Contact:

boxfx wrote:continues to peddle the bizarre png hatred.
Respectfully, "bizarre" underlies a lack of awareness on the subject.
"Hatred" is far-stretched and inappropriate.

Years of misconceptions and negligence despite objective truth and tangible substantiated evidences. Hence the importance of awareness. Otherwise, it ends up being another case of perpetuated entrenchment.

The forum is intended to be a helpful place, not to share fallacious subjective opinions about someone, or worse, express conspicuous gaslighting.
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