Cinema4D version 2025.2 - v1.5.1

Sub forum for plugin releases

Moderators: ChrisHekman, aoktar

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

Hi all,

This is a hotfix build for the 1.5 build

To see what the future holds, check out our Trello!
https://trello.com/b/1HYU24R0/octanec4d

2025.2 - v1.5.1 plugin revisions

Fixes:
  • Fixed motion blur issue for X-particles
  • Fixed particle ID issue for x-particles and cinema4d native particles
  • Fixed error log caused by certain nodes like chaos nodes


Downloads:
WINDOWS STUDIO+ 2025.2-v1.5 (R21-R2025)
Installer: https://render.otoy.com/customerdownloa ... v1.5.1.exe
Archive: https://render.otoy.com/customerdownloa ... .1_win.zip

Mac OSX Prime
Archive: https://render.otoy.com/plugindownloads ... .1_OSX.zip


2025.2 - v1.5 plugin revisions

Changes:
  • Streamlined the way you can drag&drop a texture into the LV and use it as an Environment
  • Added Motion Blur for C4D native particles
  • Added Coordinates Tab to the Decal Object
  • Added Display Color support to the Decal Object and optimized the viewport gizmo
  • Several optimizations to the LiveViewer performance
Fixes:
  • Fixed a render time increase with X-Particles scenes in combo with Motion Blur in the Picture Viewer
  • Fixed issue where plugin would cause c4d redraws which would make c4d feel "choppy"
  • Removed some of the live viewer flickering issues, greatly reduced others
  • Fixed rare group particle crash that could happen when cache was invalid
  • Remove All in the LV now correctly removes all stored render buffers
  • Changed the naming of the Add Input and Remove Input buttons in the Output AOV Compositor to Add Ouput AOV and Remove Output AOV
  • Renamed Image AOV to Image File AOV
  • Standard Surface Thin Film settings now match Octane Standalone
  • Fixed a white space issue with Rest Position checkboxes in the Projection Node
  • Fixed Parallel and Max Tiles Samples values in the Overwrite Kernel Settings tab
  • Fixed an issue where Octane does not apply correct scene scale without starting LV first
  • Output AOV System : Added missing entries in Add Layer list
  • Vectron objects settings now use correct units
  • Vectron objects default settings now better match octane
  • Fixed a crash with Vectron operators when disabling them in the Object Manager
  • Added missing percentage sliders for Shadow Step Length in the RandomWalkMedium node
  • Fixed an issue where Decals do not adjust to scene scale changes
  • Brought back some lost tabs in the ORBX Loader object
  • Fixed a crash with some Output AOV nodes
  • Textures used in Decal nodes are now listed in the Octane Texture Manager
  • Fixed a crash with the Standard volume node when adding an object tag to the Pyro object
  • Added missing handles for Vectron Torusand Tube primitives
  • Added missing Clamp checkbox in Composite Texture Node
  • Added viewport visibility options for Vectron tools
  • Fixed an update issue with the Mesh2Vol in the Octane Object Tag when used on C4D generators like Extrude




Support
Some important notes about these builds:

The minimum NVIDIA driver version that is required by this version is 528. 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.


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 528) 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


Archive 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..
tim_grove
Licensed Customer
Posts: 61
Joined: Thu Sep 29, 2016 4:26 am

Thanks for this update. Unfortunately I am still experiencing extreme input and UI lag when using chaos nodes in certain situations. The log is empty. I will work on trying to reproduce a scene I can share today.
tim_grove
Licensed Customer
Posts: 61
Joined: Thu Sep 29, 2016 4:26 am

I'm going to send the scene via a DM as the package uses textures that I would breach an EULA by distributing.

I'll leave some details here for posterity.

Details of the scene:
- I have a composite texture with 3 sub materials
- Each sub material has 2/3 chaos nodes for various maps
- I am using triplanar projection
- The only object in the scene is a cube with this material on it
- Opening the scene does not introduce any lag
- Opening the node graph does not introduce any lag
- Unpinning a chaos node and reconnecting introduces large input delays making the UI unusable but never crashes
- The log is empty

Ways that i have not been introduce it:
- Creating a material from scratch, introducing a chaos node and triplanar projection

There is something specific about the material that I am sending through, could be related to the number of chaos nodes? Although I consider my scenario very normal for what I am trying to achieve.
MyDearestHao
Licensed Customer
Posts: 28
Joined: Fri Oct 13, 2017 2:07 am

Hi, I want to know why the attribute connected to the bump channel is not read, other color roughness can be recognized, and the baking node is not working. If I did something wrong, please tell me (I don't want to bake the vertex map animation into a sequence, I want to adjust WYSIWYG directly)
Attachments
Clipboard - 2025-05-22 11.45.57.png
User avatar
bepeg4d
Octane Guru
Posts: 10321
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
Contact:

Hi,
Octane Baking node cannot work with geometry texture nodes, like Falloff, Dirt, Curvature or Vertex Maps.
You need to use C4D Bake tag and bake the Vertex Map into a B&W texture.

ciao,
Beppe
protokol
Licensed Customer
Posts: 42
Joined: Mon Aug 24, 2015 8:16 am

Getting crashes when adding multiple objects to the particle rendering tab. Also when it occasionally doesn't crash it will only render the first object in the tab and not cycle through the objects.

Unless I've missed something with how the particles now work.

Scene attached.
Attachments
test_.rar
scene file
(370.19 KiB) Downloaded 16 times
ChrisHekman
OctaneRender Team
Posts: 1053
Joined: Wed Jan 18, 2017 3:09 pm

protokol wrote: Sun May 25, 2025 10:07 pm Getting crashes when adding multiple objects to the particle rendering tab. Also when it occasionally doesn't crash it will only render the first object in the tab and not cycle through the objects.

Unless I've missed something with how the particles now work.

Scene attached.
I found the issue, and the fix will be part of the next build
User avatar
bepeg4d
Octane Guru
Posts: 10321
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
Contact:

protokol wrote: Sun May 25, 2025 10:07 pm Getting crashes when adding multiple objects to the particle rendering tab. Also when it occasionally doesn't crash it will only render the first object in the tab and not cycle through the objects.
In the meantime, you can use a MoGraph Cloner in Multi-Instance mode:
IMG_5092.jpeg
ciao,
Beppe
MyDearestHao
Licensed Customer
Posts: 28
Joined: Fri Oct 13, 2017 2:07 am

Thanks for your reply. I also noticed that the Chaos texture node has been very slow and stuck in real-time interaction since it came out. I want to know why it takes up so much performance.
In contrast, the built-in Cell bombardment node in UE5 only takes some time during compilation. Once compiled, adjusting parameters and drawing vertex colors for masks are smooth.
ChrisHekman
OctaneRender Team
Posts: 1053
Joined: Wed Jan 18, 2017 3:09 pm

MyDearestHao wrote: Wed May 28, 2025 12:20 pm Thanks for your reply. I also noticed that the Chaos texture node has been very slow and stuck in real-time interaction since it came out. I want to know why it takes up so much performance.
In contrast, the built-in Cell bombardment node in UE5 only takes some time during compilation. Once compiled, adjusting parameters and drawing vertex colors for masks are smooth.
Octane has made a change to the Chaos texture that causes it do a render to texture and cache the results. It does this when when it is not directly connected to a Image (a node with a texture in it) node or when the chaos node uses certain settings.
This render to texture blocks the thread for about 2 to 4 seconds. This would normally not be that bad, but the node editor triggers previews a lot, and every time it does a preview it will recreate the Chaos node in octane and render it, which will cause render to texture again, which then causes a block.

In the meantime you can reduce the issue sometimes by turning the Alpha for OpenGL previews setting OFF. (This setting causes frequent preview rendering due to a bug)
reset.jpg
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