Object tag - hair thickness doesn't work here. Octane get thickness from C4D Hair material instead.
Manipulating hairs is HIGHLY unstable using Octane LV.
Cinema4D version 2023.1.2-[R7] (Obsolete stable) 27.03.2024
Moderators: ChrisHekman, aoktar
Architectural Visualizations http://www.archviz-4d.studio
Yes it gets the thickness from hair as should be. Not sure what you mean with HIGH non-stability but there should be a problem with your side.SSmolak wrote:Object tag - hair thickness doesn't work here. Octane get thickness from C4D Hair material instead.
Manipulating hairs is HIGHLY unstable using Octane LV.
Octane For Cinema 4D developer / 3d generalist
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Just see here and play with included scene C4D Hair material and you will have crash :aoktar wrote:Not sure what you mean with HIGH non-stability but there should be a problem with your side.
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Architectural Visualizations http://www.archviz-4d.studio
- cph_visuals
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Bug in instancing.
There seems to be a bug with loading instances on the first frame of animation. The bug has been around for a few releases, but has been difficult for us to recreate, as there may also be some interplay with object motion blur calculations. We're working on trying to figure out if it's a separate bug or a part of this bug. At least removing motion blur from camera seems to fix the problem.
The attached scene shows the instancing bug in action. Basically on the first frame when the scene is generated instances are not rendered in the right position, second frame instances are correct. It is absolute hell when rendering on our render farm because any rerendered frame will be incorrect as it's the first frame.
To get around it we've stopped using render instances, but that limits us to 24GB cards, and gives us 50m+ poly scenes. Ouch.
Because of NDAs I'm unable to share actual production scenes, but it's a bug we run into all the time, especially using spline-bassed rigs + cloners.
There seems to be a bug with loading instances on the first frame of animation. The bug has been around for a few releases, but has been difficult for us to recreate, as there may also be some interplay with object motion blur calculations. We're working on trying to figure out if it's a separate bug or a part of this bug. At least removing motion blur from camera seems to fix the problem.
The attached scene shows the instancing bug in action. Basically on the first frame when the scene is generated instances are not rendered in the right position, second frame instances are correct. It is absolute hell when rendering on our render farm because any rerendered frame will be incorrect as it's the first frame.
To get around it we've stopped using render instances, but that limits us to 24GB cards, and gives us 50m+ poly scenes. Ouch.
Because of NDAs I'm unable to share actual production scenes, but it's a bug we run into all the time, especially using spline-bassed rigs + cloners.
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- ClonerBug.v001.c4d.zip
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Hi I checked your scene in 2023.1.2-R7 in Cinema4D 2023.2.2 and I can confirm that it is also happening for me.cph_visuals wrote:Bug in instancing.
There seems to be a bug with loading instances on the first frame of animation. The bug has been around for a few releases, but has been difficult for us to recreate, as there may also be some interplay with object motion blur calculations. We're working on trying to figure out if it's a separate bug or a part of this bug. At least removing motion blur from camera seems to fix the problem.
The attached scene shows the instancing bug in action. Basically on the first frame when the scene is generated instances are not rendered in the right position, second frame instances are correct. It is absolute hell when rendering on our render farm because any rerendered frame will be incorrect as it's the first frame.
To get around it we've stopped using render instances, but that limits us to 24GB cards, and gives us 50m+ poly scenes. Ouch.
Because of NDAs I'm unable to share actual production scenes, but it's a bug we run into all the time, especially using spline-bassed rigs + cloners.
But if I disable "Use GUIDs on Motion Blur" in the Octane Object tag, the error does not happen and the first frame looks correct.
Can you confirm
If it's happening on the render farm it sounds like it's a core Octane Render issue instead of a C4D plugin issue. You should probably post this in the Commercial Support forum.cph_visuals wrote: The attached scene shows the instancing bug in action. Basically on the first frame when the scene is generated instances are not rendered in the right position, second frame instances are correct. It is absolute hell when rendering on our render farm because any rerendered frame will be incorrect as it's the first frame.
Animation Technical Director - Washington DC
It's an issue related to "Use GUIDs on Motion Blur". It's a special option just for using in some cases with particles when MBLUR is not working well. There are not any particles and It should be OFF by DEFAULT...frankmci wrote:If it's happening on the render farm it sounds like it's a core Octane Render issue instead of a C4D plugin issue. You should probably post this in the Commercial Support forum.cph_visuals wrote: The attached scene shows the instancing bug in action. Basically on the first frame when the scene is generated instances are not rendered in the right position, second frame instances are correct. It is absolute hell when rendering on our render farm because any rerendered frame will be incorrect as it's the first frame.
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
- cph_visuals
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- Joined: Wed Jun 19, 2019 4:05 pm
GUID fixes the issue, we initially thought that was a fix, but that merely disables object motion blur. This scene does not not have instance animation, but we've confirmed it internally across multiple installs.
In regards to the renderfarm: We're running C4D commandline on the nodes, and not Octane stand-alone, hence the post here.
@aoktar is there any place I should rather report this, seems like a bigger bug?
In regards to the renderfarm: We're running C4D commandline on the nodes, and not Octane stand-alone, hence the post here.
@aoktar is there any place I should rather report this, seems like a bigger bug?
I don't think there are a BUG! Give me more details about your usage and problem by DM in forum. There are not any animations on cloner so not sure why do you put Object tag on that also!!!cph_visuals wrote:GUID fixes the issue, we initially thought that was a fix, but that merely disables object motion blur. This scene does not not have instance animation, but we've confirmed it internally across multiple installs.
In regards to the renderfarm: We're running C4D commandline on the nodes, and not Octane stand-alone, hence the post here.
@aoktar is there any place I should rather report this, seems like a bigger bug?
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
- cph_visuals
- Posts: 9
- Joined: Wed Jun 19, 2019 4:05 pm
I don't have animation on the spline here, I tried to make it a bit simple and show what I believe is the core issue, namely that render instances are not working correctly on first frame when rendering.
Note that live viewer will be correct, but render view is only correct on the second frame. Are you not getting that result on your end? We have tested internally on 5 different installs.
The problem persist if you animate the spline. Like I mentioned we have rigs build for that, and sometimes we would need for example subdivisions for objects that are distributed along the same spline, hence we will need object tags for those objects.
I'm off for the weekend, but can make an example scene monday and DM it to you.
Meanwhile if anybody else have had these kind of issues feel free to chime in!
Thanks!
Note that live viewer will be correct, but render view is only correct on the second frame. Are you not getting that result on your end? We have tested internally on 5 different installs.
The problem persist if you animate the spline. Like I mentioned we have rigs build for that, and sometimes we would need for example subdivisions for objects that are distributed along the same spline, hence we will need object tags for those objects.
I'm off for the weekend, but can make an example scene monday and DM it to you.
Meanwhile if anybody else have had these kind of issues feel free to chime in!
Thanks!