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Re: Testing beta 0.69a (Update for sdk 1.18)

Posted: Wed Jun 26, 2013 1:28 pm
by aoktar
This are sounds which i like to hear. I hope to take little relaxing now.

For max against c4d geometry updates: i have checked and max plugin seems to use transform updates not geometry updates. So don't need voxelling for every update. but if you apply any deformer and animate, you may see slowdowns. this way was that i was thing to go. But c4d objects graph has no unique id for tracking. This is giving lot of problems and crashes. So i decided to drop support this way in first phases. Maybe later we can find more reliable way to go.

Re: Testing beta 0.69a (Update for sdk 1.18)

Posted: Wed Jun 26, 2013 3:18 pm
by miroof
No bug at all at the moment, playing during 3hours =)
Good job

Re: Testing beta 0.69a (Update for sdk 1.18)

Posted: Wed Jun 26, 2013 3:39 pm
by aoktar
miroof wrote:No bug at all at the moment, playing during 3hours =)
Good job
Thanks, but i have found a few thing with related settings window. If you tweak the setting window after picture viewer render, propably getting a crash. Be aware this, and send a render to live viewer or close open settings window

Re: Testing beta 0.69a (Update for sdk 1.18)

Posted: Wed Jun 26, 2013 4:24 pm
by cfrank78
Its stable now, but not production ready :-). Speed is here really an issue! I dont know how max works, or c4d voxelization. Here are you guys - Karba and you, the experts. But this should be fixed. If someone like me is used to setup animations in max, this is getting a bit.....you know......frustrating after a while!

Even the 3d mouse Problem!

You must know, i get a lot of szenes from my customers. Some are max, some are c4d, which i finalize, set up materials, set up lightning and so on. At the moment, this issue forces me most times, to export the customers c4d szene to max, do finalize his settings and render it out. Quite time consuming as you will know and it would be a lot faster if i could do it in c4d directly. But for accurate simulations and renderings i need a fluid workflow, which is not possible at the moment with these lags. i cannot even playback the szene realtime in c4d when the octane viewport is opened, so i allways have to quit octane, play back, start octane. No chance to work here professional. I really hope this 3d mouse and update problem is fixed soon, cause in the meanwhile i am forced to max, but i like c4d much more :-)

Kind regards Chris!

Re: Testing beta 0.69a (Update for sdk 1.18)

Posted: Wed Jun 26, 2013 6:11 pm
by ron908
Unfortunately the plugin is still using up a full CPU core continuosly, even if no scene is open and no Octane Live window is opened.
This disappears immediately after removing the Octanec4d plugin.

To me that's a big issue, since I don't render through Octane all the time, but use the Standard and Physical renderer as well, and this is sucking performance for absolutely nothing.

Re: Testing beta 0.69a (Update for sdk 1.18)

Posted: Wed Jun 26, 2013 6:30 pm
by aoktar
ron908 wrote:Unfortunately the plugin is still using up a full CPU core continuosly, even if no scene is open and no Octane Live window is opened.
This disappears immediately after removing the Octanec4d plugin.

To me that's a big issue, since I don't render through Octane all the time, but use the Standard and Physical renderer as well, and this is sucking performance for absolutely nothing.
ok, i'll check now

Re: Testing beta 0.69a (Update for sdk 1.18)

Posted: Wed Jun 26, 2013 8:58 pm
by DennisK4
beta 0.69a rendered a 90 frame 1080p animation to completion without halting so that is good.

I do however still get crashes of Cinema 4D from time to time. Not while rendering though.

Re: Testing beta 0.69a (Update for sdk 1.18)

Posted: Wed Jun 26, 2013 9:13 pm
by aoktar
DennisK4 wrote:beta 0.69a rendered a 90 frame 1080p animation to completion without halting so that is good.

I do however still get crashes of Cinema 4D from time to time. Not while rendering though.
can you say which points giving crashes?

Re: Testing beta 0.69a (Update for sdk 1.18)

Posted: Thu Jun 27, 2013 2:33 pm
by mustardseedsg
Hi aoktar,

I have a sphere as a blackbody emitter, and post Bloom enabled. Strangely the Bloom makes the sphere appear much larger than the actual geometry. Disabling and re-enabling Post restores it to proper size, but the moment I update the scene or move the camera, it re-renders at the wrong size again.

This is on Mac OSX 10.8.4, C4d r13.061, Octane Plugin beta 0.6.4, SDK 1.17, GPU is NVIDIA GeForce GT 650M 1024 MB.

Re: Testing beta 0.69a (Update for sdk 1.18)

Posted: Thu Jun 27, 2013 2:59 pm
by aoktar
can it enabled post on cameratag?