Cinema4D version 2024.1.2-R2 Build 0101

Sub forum for plugin releases

Moderators: ChrisHekman, aoktar

ChrisHekman
OctaneRender Team
Posts: 1053
Joined: Wed Jan 18, 2017 3:09 pm

Hi all,

Some of you may be aware that Ahmet(aoktar) has reduced his involvement in the development of the C4D Plugin.
I have taken over as the lead developer. As part of the handover we took a step back to take a look at ways to improve our development and QA processes.
The aim of these changes is to reduce maintenance and increase development speed. Some of these changes will be very noticable (like the new installer), and many you will never notice.
Most of this work is now completed, and we have moved back to developing features.

Also, we will be releasing a 2025 Beta 2 version of this build soon. After that release we will be focussing on implementing the new 2025 features!


2024.1.2-[R2]-0101 plugin revisions

Installer and Versioning
  • We are introducing a new Windows installer for the plugin
  • Added plugin build number that indicates the specific plugin build regardless of R# or Octane version
  • Installer comes with Render Network Wizard
Octane Node Editor
  • Added a new underlying automatic node system for generating Octane nodes.
    New or refactored Octane nodes use this new node system.
    Existing nodes are unaffected. Existing Octane Materials are unaffected
  • Added missing Octane nodes. See list below
  • Refactored Value nodes. See list below
  • Refactored broken or incomplete nodes. See list below
  • Split the "Values" node category into Integer, Float and Boolean node categories to better match the Octane categories
  • Node Pins/Ports now have colors matching their category
  • Refactored right-click menu in the Octane Node Editor. Now shows all available Octane Nodes
  • Right-click menu in the Octane Node Editor now has search box
  • Pins/Ports now have descriptions when you hoover over them in the Octane Node Editor
GUI
  • Refactored the Objects menu in the Live Viewer and Octane Dialog
  • Refactored the Vectron submenu in the Live Viewer and Octane Dialog
  • Refactored the Materials menu in the Live Viewer and Octane Dialog
  • Restructured the Light Pass Mask UI
Octane Material Importing (LiveDB)
  • Added option to unpack an ORBX file into your C4D scene. Currently only materials and textures are extracted and converted from the ORBX
  • Improved Material importing from LiveDB and ORBX unpacking
  • Improved naming of extracted materials
  • Fixed asset download path for unpacking osl textures when importing material
  • Fixed bug where OLS input vector.x ze was negated when importing material
  • Fixed bug where Texture bordermode was ignored when importing material
Fixes
  • Polygon selection tag is now processed when there is no uvw tags
  • Fixed crash with particles during export when there is no Radius/Alignment set
  • Changed "Octane Renderer" to "OctaneRender" in Render Settings
  • Cloner's MODATA_COLOR is transformed from linear to srgb for Multi Shader textures
Downloads:

WINDOWS STUDIO+ 2024.1.2-[R2]-0101 (R21-R2025)
Installer: https://render.otoy.com/customerdownloa ... 1Setup.exe
Zip: https://render.otoy.com/customerdownloa ... 01_win.zip

Mac OSX Prime 2024.1.2-[R2]-0101 (R25-R26/R2023/R2024/R2025)
Zip: https://render.otoy.com/plugindownloads ... 01_OSX.zip


Support
Some important notes about these builds:

The minimum NVIDIA driver version that is required by this version is 522. You can launch Octane with an older driver version, but it will fail to render and it will produce an error message in the log.

Open Image Denoise is supported on CUDA compute model 7 and later, we fallback to the CPU version on machine with older models. On macOS, only the CPU version is supported.


IN ANY CRASH CASE PLEASE DO THESE!!!
If you see CUDA errors follow 1,2,3,4.
1- Use NVIDIA STUDIO drivers, not Game Ready versions. If you have stability issues try different drivers, some of them could cause instability issues. Make a clean install while doing this to be sure previous files completely removed.
2- Check GPU frequency. Overclocking would cause instability issues
3- Check PSU. Insufficient power output would cause instability issues
4- Check the free amount of GPU's VRAM and system's RAM while working. Low VRAM will/may cause CUDA errors. Be aware of some generator objects will have different triangle count in Picture Viewer than Live Viewer. It’s like “editor/render” parameter. Just try to use the same value. Also try to optimize your scene for polygon count, even use smaller images. Try to use Octane texture nodes rather than using C4D texture/shaders.
Alternatively, use V4 and Out-of-core(OOC) function. Increase RAM for OOC and It should not exceed physical RAM amount. Check TDR value and increase if it's necessary.
5- If you see C4D crashes without CUDA errors, then send us bugreport.zip, screen-shots and video capture to show process and crash moment. Also please send us a sample scene in a format of C4D or ORBX to let us investigate and test it. Alternatively, try to delete/hide some objects/materials until crash gone away. If you find what's causing crashes, send us a sample scene to let us for investigating and bring a fix or solution.
Thanks for helping the development by your feedbacks! It’s impossible to quickly catch every case without user feedbacks! It’s the same procedure as other companies do like Maxon/etc...



Please note the macOS build will only work correctly on macOS 14.5 and newer, and only on Apple Silicon.

Requirements:
-You'll need to update your Cinema 4D to latest versions(R21.115, S22.118, R23.110, R24.111, R25.117, R26.107, R2023.2, R2024.4.0, R2025.0.2). Otherwise, the plugin will not work and not appear in menus.
-Internet connection for activation, be sure that C4D and Octane will not be blocked by the firewall and any antivirus software.
-Nvidia drivers at least Nvidia Studio Drivers(minimum 522) and be careful with latest Game Ready drivers which can cause cuda errors. Stay with stable one for you.


ONLINE HELP MANUAL
Use embedded help buttons from Octane nodes and windows
or from link: https://docs.otoy.com/cinema4d/OctaneRe ... ema4D.html


Installation
First, remove all octane related stuff from plugins and the main folder of Cinema4D.

Extract all files to Cinema4D\plugins\c4dOctane directory.
Also, download manual.zip and extract to c4dOctane directory if it's not available in place.

There are a few files for each one is for different Cinema4D version. Remove all except the file is for your version.
Ex. if you have Cinema4D R2023, keep only "c4dOctane-R2023.xdl64" and delete c4dOctane-R26.xdl64, c4dOctane-R25.xdl64, c4dOctane-R24.xdl64, c4dOctane-R23.xdl64, etc..[/quote]


Node Additions and Deprecations

New Nodes
  • Time
  • Mandelbulb
  • Matrix effect
  • Sine wave fan
  • Volume cloud
  • Wave pattern
  • Woodgrain
  • Pixel flow
  • Int to float
  • Frame index
  • Output AOV parameter
Replaced Nodes
Materials using the older versions will still use older versions
  • Fractal flow noise
  • Fractal nois
  • Tripper
  • Rang
  • Float to grayscale
  • Floats to color
  • Float3 to color
Refactored Value Nodes
Materials using the older versions will still use older versions
  • Float value
  • Float component picker
  • Float merger
  • Float if
  • Binary math operation
  • Unary math operation
  • Range
  • Time
  • Rotate
  • Int to float
  • Int value
  • Float to int
  • Frame index
  • Int if
  • Int merger
  • Int component picker
  • Bool value
  • Boolean logic operator
  • Float relational operator
  • Int relational operator
Last edited by ChrisHekman on Thu Feb 27, 2025 1:41 pm, edited 2 times in total.
User avatar
aoktar
Octane Plugin Developer
Posts: 16063
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

Good luck on this adventure!
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
User avatar
thanulee
Licensed Customer
Posts: 712
Joined: Sat Dec 19, 2015 11:00 pm

Thanks for everything Ahmet! I hope your next steps will be equally fullfilling.

And welcome Chris :)
WDH
Licensed Customer
Posts: 12
Joined: Mon Aug 29, 2022 7:34 am

Congratulations on achieving it, well done!

Perhaps taking this opportunity to revisit some pain points that are relatively easy to implement but have a significant impact on the experience:

unicode or utf-8 support, if we don't use English to name the material or shader, it will not show us the name.

Expose some commonly used command IDs, even if there is no public API, there are still some very useful functions such as aligning all nodes. If such IDs are exposed, users can write scripts to align and organize all materials at once.

Cheers~
DunHou
ChrisHekman
OctaneRender Team
Posts: 1053
Joined: Wed Jan 18, 2017 3:09 pm

WDH wrote:Congratulations on achieving it, well done!

Perhaps taking this opportunity to revisit some pain points that are relatively easy to implement but have a significant impact on the experience:

unicode or utf-8 support, if we don't use English to name the material or shader, it will not show us the name.

Expose some commonly used command IDs, even if there is no public API, there are still some very useful functions such as aligning all nodes. If such IDs are exposed, users can write scripts to align and organize all materials at once.

Cheers~
DunHou
Which script are you using?

Im taking a look into adding Traditional Chinese, Simplified Chinese and Korean(Hangul) because these are language settings that Octane has support for, or wants to support i think
FontExample.png
It does seem to be possible. Ill see what i can do.
User avatar
Anlv
Licensed Customer
Posts: 14
Joined: Sat Jan 23, 2021 4:05 am
Location: China

This is exactly what everyone is hoping for!

I think what he said about the API interface is to automatically align all nodes with "Auto Arrange selected";

before, I tried to find the API for that menu to create a script to automatically align the nodes within all selected materials.
ChrisHekman wrote:
WDH wrote:Congratulations on achieving it, well done!

Perhaps taking this opportunity to revisit some pain points that are relatively easy to implement but have a significant impact on the experience:

unicode or utf-8 support, if we don't use English to name the material or shader, it will not show us the name.

Expose some commonly used command IDs, even if there is no public API, there are still some very useful functions such as aligning all nodes. If such IDs are exposed, users can write scripts to align and organize all materials at once.

Cheers~
DunHou
Which script are you using?

Im taking a look into adding Traditional Chinese, Simplified Chinese and Korean(Hangul) because these are language settings that Octane has support for, or wants to support i think
FontExample.png
It does seem to be possible. Ill see what i can do.
3D Motion Graphics Designer / E-commerce Designer
13700K / 64GB / 4090 / PSU 1250W
ChrisHekman
OctaneRender Team
Posts: 1053
Joined: Wed Jan 18, 2017 3:09 pm

Anlv wrote:This is exactly what everyone is hoping for!

I think what he said about the API interface is to automatically align all nodes with "Auto Arrange selected";

before, I tried to find the API for that menu to create a script to automatically align the nodes within all selected materials.
ChrisHekman wrote:
WDH wrote:Congratulations on achieving it, well done!

Perhaps taking this opportunity to revisit some pain points that are relatively easy to implement but have a significant impact on the experience:

unicode or utf-8 support, if we don't use English to name the material or shader, it will not show us the name.

Expose some commonly used command IDs, even if there is no public API, there are still some very useful functions such as aligning all nodes. If such IDs are exposed, users can write scripts to align and organize all materials at once.

Cheers~
DunHou
Which script are you using?

Im taking a look into adding Traditional Chinese, Simplified Chinese and Korean(Hangul) because these are language settings that Octane has support for, or wants to support i think
FontExample.png
It does seem to be possible. Ill see what i can do.

Ha, I meant writing script.

On the commands issue. These commands are theoretically already visible. The auto arrange command is in res/symbols_c4d.h. However i dont think it is possible to select all nodes via commands, so that wont help you.
User avatar
aoktar
Octane Plugin Developer
Posts: 16063
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

Apart from C4D's nodes graph, our materials are based on Legacy system even for node graph. Everything are under data of materials and nothing is impossible to do via a script which you can do on C4D system.
What do you wish to do obtain at end?
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
WDH
Licensed Customer
Posts: 12
Joined: Mon Aug 29, 2022 7:34 am

aoktar wrote:Apart from C4D's nodes graph, our materials are based on Legacy system even for node graph. Everything are under data of materials and nothing is impossible to do via a script which you can do on C4D system.
What do you wish to do obtain at end?
We can do something like legacy material systems, but if we want to interact with nodes, it seems nothing we can do with Octane UI, like
the select state or the arranged functions are "internal".

I had a python library called Renderer, it supports all popular renderers in c4d, but I didn't find some attrs we can aceess in Octanes custom UA node system.
User avatar
KeeWe
Licensed Customer
Posts: 295
Joined: Wed Nov 27, 2013 11:32 am

Thanks for the update on the future development. :)
Switching to an installer is nice, but could we take it a step further and do an in app update feature just like insydium for example? A prime version would even let you choose the build...
6850k // 32 GB // 1080, 1080 Ti, 2080 Ti // Win 10 // C4D 19.068
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