Cinema4D version 2025.3 - v1.7.0

Sub forum for plugin releases

Moderators: ChrisHekman, aoktar

ChrisHekman
OctaneRender Team
Posts: 1070
Joined: Wed Jan 18, 2017 3:09 pm

Hi all,

This release we focussed on supporting Octane 2026 (Release Here) and the Demo Build (Link below).
However we do have various fixes and improvements for 2025 aswel.
For the next release (1.7.1) we will be focussing on stability and fixes, if you have pressing issues you want fixed, let us know.

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

2025.3 - v1.7.0 plugin revisions

Changes:
  • Updated to Octane 2025.3
  • Demo version of the plugin is back
  • Octane Object tag on a clonder is now applied to its cloned items (if they dont have object tags of their own)
  • Cloners in Multi-Instance mode now correctly displayed in a Custom AOV
  • Chaos Texture performance improvements. (Underlying issue is still present in Octane, we are currently investigating a permenant solution)
  • Fixed issue where converted RS materials used absolute paths to osl scripts
  • Z value of noise4d node is now also scaled
  • Improved converting Universal material to Sub-Material
  • Color Picker in the Live-Viewer works again
  • Changed utility default color
  • Rearranged Vectron Menu
  • Submaterials now use spheres as preview
  • Custom AOVs do not lose custom naming after being packed with the C4D Wizard anymore
  • Fixed a bug that prevented creating a Render Region after rendering in PV
  • "Get Last Region From Live View" command now correctly updates the right border value
  • Removed "Tag" from "Octane Rest Position Tag"
  • Standard Surface Material: Subsurface Scale slider max value changed to 1000
  • Standard Surface Material: Opacity Slider now correctly set to 1.0 by default
  • Shape field is now hidden on Texture Fields when it is not used
  • Dynamic pin/port are now numbered correctly (Effects decal objects)


Downloads:
WINDOWS STUDIO+ 2025.2.3-v1.7.0 (R21-R2025)
Installer: https://render.otoy.com/customerdownloads/plugins/17/21/03/1b/OctaneRender_Studio%2B_2025.3_for_Cinema4D_v1.7.0.exe
Archive: https://render.otoy.com/customerdownloads/plugins/89/ec/b8/3b/OctaneRender_Studio%2B_2025.3_for_Cinema4D_v1.7.0_Bundle.zip

Mac OSX Prime 2025.2.3-v1.7.0
https://render.otoy.com/plugindownloads/4c/8a/05/91/OctaneRender_Prime_2025.3_for_Cinema4D_v1.7.0.zip

WINDOWS Demo 2025.2.3-v1.7.0 (R21-R2025)
Installer: https://render.otoy.com/downloads/9d/7a/44/7a/OctaneRender_Demo_2025.3_for_Cinema4D_v1.7.0.exe
Archive: https://render.otoy.com/downloads/b4/ff/4c/8e/OctaneRender_Demo_2025.3_for_Cinema4D_v1.7.0_Bundle.zip




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/OctaneRenderforCinema4D.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..
Last edited by ChrisHekman on Tue Sep 09, 2025 9:11 pm, edited 1 time in total.
Secretwoodsrl
Licensed Customer
Posts: 13
Joined: Fri Feb 08, 2019 2:03 pm

The "Use denoised beauty pass" option in Render Settings -> OctaneRender still doesn't work.
I prefer not to use the Octane Render AOV Manager (most of the time) since C4D native saving system is more straightforward and it works better with C4D Render Queue.
The bug was introduced in v1.6.1 Hotfix, so for now I’ve rolled back to v1.6.
ChrisHekman
OctaneRender Team
Posts: 1070
Joined: Wed Jan 18, 2017 3:09 pm

Secretwoodsrl wrote: Wed Sep 03, 2025 3:45 pm The "Use denoised beauty pass" option in Render Settings -> OctaneRender still doesn't work.
I prefer not to use the Octane Render AOV Manager (most of the time) since C4D native saving system is more straightforward and it works better with C4D Render Queue.
The bug was introduced in v1.6.1 Hotfix, so for now I’ve rolled back to v1.6.
We are working on it, and the fix will be part of 1.7.1.
That being said, It is not adviced to use 1.6, as your AOV graph connections will break when you upgrade to any later version
JoGo23
Licensed Customer
Posts: 50
Joined: Mon May 09, 2016 10:48 pm

Mac OSX Prime 2025.2.3-v1.7.0 link not working.
azen
OctaneRender Team
Posts: 795
Joined: Mon Jun 01, 2015 11:06 pm

JoGo23 wrote: Wed Sep 03, 2025 10:08 pm Mac OSX Prime 2025.2.3-v1.7.0 link not working.
The Mac OSX Prime link is now fixed! Apologies for the inconvenience.
Tim_Twisted
Licensed Customer
Posts: 44
Joined: Mon Apr 23, 2018 1:31 pm

Secretwoodsrl wrote: Wed Sep 03, 2025 3:45 pm The "Use denoised beauty pass" option in Render Settings -> OctaneRender still doesn't work.
I prefer not to use the Octane Render AOV Manager (most of the time) since C4D native saving system is more straightforward and it works better with C4D Render Queue.
The bug was introduced in v1.6.1 Hotfix, so for now I’ve rolled back to v1.6.
Outside of the file name, is there a difference between using this and a standard Demain pass? If you only want a single file, you can just uncheck Beauty.
Secretwoodsrl
Licensed Customer
Posts: 13
Joined: Fri Feb 08, 2019 2:03 pm

Tim_Twisted wrote: Thu Sep 04, 2025 6:54 am
Secretwoodsrl wrote: Wed Sep 03, 2025 3:45 pm The "Use denoised beauty pass" option in Render Settings -> OctaneRender still doesn't work.
I prefer not to use the Octane Render AOV Manager (most of the time) since C4D native saving system is more straightforward and it works better with C4D Render Queue.
The bug was introduced in v1.6.1 Hotfix, so for now I’ve rolled back to v1.6.
Outside of the file name, is there a difference between using this and a standard Demain pass? If you only want a single file, you can just uncheck Beauty.
We use Render Queue in C4D a lot. The issue is that Render Queue always saves frames using C4D’s native saving system, regardless of whether we enable it or not in the render settings.
So if we use Octane Render AOV Manager to export our frames, we'll end with duplicate frames using Render Queue:
- One output created by C4D’s native saving system
- One output created by Octane’s AOV export settings.
So every time we have to manually delete the unwanted frames made by Render Queue/C4D Saving System and just keep only the correct ones exported by Octane.

It's not a big deal, but sometimes those unwanted frames can fill our storage.
User avatar
dasmodular
Licensed Customer
Posts: 41
Joined: Tue Apr 17, 2018 10:59 am

Secretwoodsrl wrote: Wed Sep 03, 2025 3:45 pm The "Use denoised beauty pass" option in Render Settings -> OctaneRender still doesn't work.
I prefer not to use the Octane Render AOV Manager (most of the time) since C4D native saving system is more straightforward and it works better with C4D Render Queue.
The bug was introduced in v1.6.1 Hotfix, so for now I’ve rolled back to v1.6.
I see it that way too, the take system is also better supported and I see the different naming of the images in the picture viewer.
User avatar
dasmodular
Licensed Customer
Posts: 41
Joined: Tue Apr 17, 2018 10:59 am

Secretwoodsrl wrote: Thu Sep 04, 2025 8:57 am
Tim_Twisted wrote: Thu Sep 04, 2025 6:54 am
Secretwoodsrl wrote: Wed Sep 03, 2025 3:45 pm The "Use denoised beauty pass" option in Render Settings -> OctaneRender still doesn't work.
I prefer not to use the Octane Render AOV Manager (most of the time) since C4D native saving system is more straightforward and it works better with C4D Render Queue.
The bug was introduced in v1.6.1 Hotfix, so for now I’ve rolled back to v1.6.
Outside of the file name, is there a difference between using this and a standard Demain pass? If you only want a single file, you can just uncheck Beauty.
We use Render Queue in C4D a lot. The issue is that Render Queue always saves frames using C4D’s native saving system, regardless of whether we enable it or not in the render settings.
So if we use Octane Render AOV Manager to export our frames, we'll end with duplicate frames using Render Queue:
- One output created by C4D’s native saving system
- One output created by Octane’s AOV export settings.
So every time we have to manually delete the unwanted frames made by Render Queue/C4D Saving System and just keep only the correct ones exported by Octane.

It's not a big deal, but sometimes those unwanted frames can fill our storage.
Same if you only need the denoised beauty pass without suffix _denoised.
User avatar
UON.Visuals
Licensed Customer
Posts: 24
Joined: Mon Sep 05, 2016 12:28 am

YESSSSS the render nodes issue is fixed!! Been waiting for this release!
But unfortunately, there's still a huge,ridiculous memory leak. I thought that upgrading my ram to 256 GB would fix my issues, but something just keeps filling it till C4D crashes.
Screenshot 2025-09-04 172241.png
At first I blamed Cinema4D (because of other issues with it filling up my ram scanning for my asset folders). I'm already talking to their support and they had me disable the Octane plugin and render it with their default cpu renderer and it never went past 15 gigs. So it must be Octane right?

I have no idea what could possibly be taking up so much RAM. I disabled all my render passes, I removed all my insane textures, it's just an object made out of splines, sweeps and extrudes that's cloned 12 times as regular instances and some effectors on it. 22 million polygons total in the scene.
The output was just a test at 512 samples and a tiny resolution of 1280x720, so it wasn't the rendered images filling up the RAM.
I can only render roughly 100 frames before all 256GB of my RAM is eaten up
If it matters, I'm on C4D version 2025.3.3

Edit: I should also mention that the RAM doesn't clear if I stop the render, close the project, or load up a new project and view it on the liveviewer. THe ram only clears when I close c4d
Post Reply

Return to “Releases”