Cinema4D version 2024.1.2 latest stable (17.12.2024)
Moderators: ChrisHekman, aoktar
Hi guys!
As said I wanted to share my work with team from Otoy. Going from repeative tasks to more creative directions. They will need some time for adapting the workflow to their pipelines. I will be around to keep the plugin on the way by some assistancy. I believe that will be better for all.
As said I wanted to share my work with team from Otoy. Going from repeative tasks to more creative directions. They will need some time for adapting the workflow to their pipelines. I will be around to keep the plugin on the way by some assistancy. I believe that will be better for all.
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
Great to hear you are still with us!!aoktar wrote:Hi guys!
As said I wanted to share my work with team from Otoy. Going from repeative tasks to more creative directions. They will need some time for adapting the workflow to their pipelines. I will be around to keep the plugin on the way by some assistancy. I believe that will be better for all.
We appreciate your work a lot, Aoktar!
Happy holidays!
C4D 2025.1.1 Octane 2025.1 Build 0104, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 552.22
https://www.behance.net/PaperArchitect
https://www.behance.net/PaperArchitect
Since this udate, I get this error. Well it is not really an error but it crahses Cinema every time when it appears.
It only occures some times in a few days.
The CUDNN is installed and work fine usually.
This is what I get from the Log.
Started logging on 06.01.25 14:58:18
OctaneRender Studio+ 2024.1 (14000011)
Preparing to download cuDNN files to the directory C:\ProgramData\OctaneRender\thirdparty\cudnn_8_0_4.
initOCIOconfig cfgFile: OCIO_ENV:
disableAllDevices
VRAM used/free/max:0Kb/23.988Gb/23.988Gb Out-of-core used:0Kb RAM used:55.177Gb total:127.115Gb OpenGL free/total:0/0
disableAllDevices
--------------------------- EXPORT LOG ---------------------------
Export materials time= 3918.734 ms
Collect objects time= 4.443 ms
Mesh creation time = 10.258 ms.
Api update time: 3.865 ms.
VRAM used/free/max:2.317Gb/17.684Gb/23.988Gb Out-of-core used:0Kb RAM used:58.853Gb total:127.115Gb OpenGL free/total:0/0
disableAllDevices
device 0: failed to bind device to thread, since it's already bound
device 0: failed to initialize context
device 0: failed to initialize render thread 0000017F21FFBA70
MB:0/0 ST/MOV:0/0 Nodes:53 Tris:0 DispTris:0 Hairs:0 Meshes:0
Textures Grey8/16:0/0 Rgb32/64:0/0
It only occures some times in a few days.
The CUDNN is installed and work fine usually.
This is what I get from the Log.
Started logging on 06.01.25 14:58:18
OctaneRender Studio+ 2024.1 (14000011)
Preparing to download cuDNN files to the directory C:\ProgramData\OctaneRender\thirdparty\cudnn_8_0_4.
initOCIOconfig cfgFile: OCIO_ENV:
disableAllDevices
VRAM used/free/max:0Kb/23.988Gb/23.988Gb Out-of-core used:0Kb RAM used:55.177Gb total:127.115Gb OpenGL free/total:0/0
disableAllDevices
--------------------------- EXPORT LOG ---------------------------
Export materials time= 3918.734 ms
Collect objects time= 4.443 ms
Mesh creation time = 10.258 ms.
Api update time: 3.865 ms.
VRAM used/free/max:2.317Gb/17.684Gb/23.988Gb Out-of-core used:0Kb RAM used:58.853Gb total:127.115Gb OpenGL free/total:0/0
disableAllDevices
device 0: failed to bind device to thread, since it's already bound
device 0: failed to initialize context
device 0: failed to initialize render thread 0000017F21FFBA70
MB:0/0 ST/MOV:0/0 Nodes:53 Tris:0 DispTris:0 Hairs:0 Meshes:0
Textures Grey8/16:0/0 Rgb32/64:0/0
Hi,Powel2097 wrote:Since this udate, I get this error. Well it is not really an error but it crahses Cinema every time when it appears.
It only occures some times in a few days.
The CUDNN is installed and work fine usually.
This is what I get from the Log.
Started logging on 06.01.25 14:58:18
OctaneRender Studio+ 2024.1 (14000011)
Preparing to download cuDNN files to the directory C:\ProgramData\OctaneRender\thirdparty\cudnn_8_0_4.
initOCIOconfig cfgFile: OCIO_ENV:
disableAllDevices
VRAM used/free/max:0Kb/23.988Gb/23.988Gb Out-of-core used:0Kb RAM used:55.177Gb total:127.115Gb OpenGL free/total:0/0
disableAllDevices
--------------------------- EXPORT LOG ---------------------------
Export materials time= 3918.734 ms
Collect objects time= 4.443 ms
Mesh creation time = 10.258 ms.
Api update time: 3.865 ms.
VRAM used/free/max:2.317Gb/17.684Gb/23.988Gb Out-of-core used:0Kb RAM used:58.853Gb total:127.115Gb OpenGL free/total:0/0
disableAllDevices
device 0: failed to bind device to thread, since it's already bound
device 0: failed to initialize context
device 0: failed to initialize render thread 0000017F21FFBA70
MB:0/0 ST/MOV:0/0 Nodes:53 Tris:0 DispTris:0 Hairs:0 Meshes:0
Textures Grey8/16:0/0 Rgb32/64:0/0
Please make sure to have enabled HAGS in Windows Settings/Graphis settings panel:

ciao,
Beppe
Hello!
With current 2024.1.2 can't get an alpha channel in beauty pass while saving through octane to layered PSD file.
Alpha activated at Overweight Kernel Settings tab, Alpha channel activated at Save tab... Viewing just rendered file in PV shows alpha channel, importing the same file from a file explorer to PV - no alpha channel in beauty pass.
Ok, in case of rendered some other passes I can (and will do this way while have no choice) copy alpha from them, but it looks like a sort of crutches for the disabled).
Secondly, tell me please I've wanted to ask for a long time
- for now, as a long years ago - the Post processing pass have an alpha channel baked in-self (while saved through octane to layered PSD file) - for what reason?))
This cause to deadly cut light beams behind the object's border
- having some render layer masks checked to active leads to duplication of layers of info passes - for what reason?))
With current 2024.1.2 can't get an alpha channel in beauty pass while saving through octane to layered PSD file.
Alpha activated at Overweight Kernel Settings tab, Alpha channel activated at Save tab... Viewing just rendered file in PV shows alpha channel, importing the same file from a file explorer to PV - no alpha channel in beauty pass.
Ok, in case of rendered some other passes I can (and will do this way while have no choice) copy alpha from them, but it looks like a sort of crutches for the disabled).
Secondly, tell me please I've wanted to ask for a long time
- for now, as a long years ago - the Post processing pass have an alpha channel baked in-self (while saved through octane to layered PSD file) - for what reason?))
This cause to deadly cut light beams behind the object's border
- having some render layer masks checked to active leads to duplication of layers of info passes - for what reason?))
Hi, Aoktaraoktar wrote:Hi guys!
As said I wanted to share my work with team from Otoy. Going from repeative tasks to more creative directions. They will need some time for adapting the workflow to their pipelines. I will be around to keep the plugin on the way by some assistancy. I believe that will be better for all.
Do you think we could have the blue P2P Nvlink Memory pool usage bar like the one we see in Standalone version?
Would love to have clarity of Ressources being used in the 2x3090 + Nvlink setup.
And consdering how 4090 and 5090 12v connector fiasco won't have a solution in the near fuure, I will probably be sticking to this setup for at least another year or 2.
Regards,
C4D 2025.1.1 Octane 2025.1 Build 0104, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 552.22
https://www.behance.net/PaperArchitect
https://www.behance.net/PaperArchitect