OK, I think I got it to work now. I exported an Object from C4D via Octane's live viewer via the 'Export to package (orbx)' command. I had tried it with an .orbx file generated in Octane Standalone before. Is that not possible then?
The reason I'm asking is because what if I want to make some changes to the .orbx in Standalone, like generate materials or the like?
Also, I watched this tutorial 'Octane Render for Concept Art' by Julien Gauthier (https://www.youtube.com/watch?v=eHAydeWg0wk) and he makes ample use of the Material Map node in order to layer displacements on top of each other, which isn't directly possible in C4D directly. So I was hoping that it would be able to import assets - that have been treated like this in Standalone - directly into C4D. Is that possible?
Cinema 4D version 4.01.1-R2 (stable) 13.12.2018
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- Ferdinand13
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Hi Ferdinand13,
please share with me the .orbx file from Standalone via PM.
In our tests, importing from Standalone, or other plugins, works smoothly.
ciao Beppe
please share with me the .orbx file from Standalone via PM.
In our tests, importing from Standalone, or other plugins, works smoothly.
ciao Beppe
- Ferdinand13
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Hi Beppe,
Thanks for looking into this. Attached is an ORBX of a platonic that I loaded into Octane Standalone as an OBJ and then added a universal material with a noise. I chose 'Save as Package', which turned it all into an ORBX file.
Now when I import it into C4D, the viewport remains empty and nothing shows up in the Live Viewer either.
On a side node, after restarting my machine, the ORBX that I generated within C4D finally showed up in C4D's viewport and the Live Viewer, however, making changes to the ORBX in Standalone didn't update in C4D. I had to shut down the program and restart in order to get those updates, which is a bit tedious and defeats the seamlessness of the lovely link you've created between both programs.
Looking forward to hearing your thoughts!
Thanks for looking into this. Attached is an ORBX of a platonic that I loaded into Octane Standalone as an OBJ and then added a universal material with a noise. I chose 'Save as Package', which turned it all into an ORBX file.
Now when I import it into C4D, the viewport remains empty and nothing shows up in the Live Viewer either.
On a side node, after restarting my machine, the ORBX that I generated within C4D finally showed up in C4D's viewport and the Live Viewer, however, making changes to the ORBX in Standalone didn't update in C4D. I had to shut down the program and restart in order to get those updates, which is a bit tedious and defeats the seamlessness of the lovely link you've created between both programs.
Looking forward to hearing your thoughts!
- Attachments
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- Platonic.orbx
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- Ferdinand13
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Hey Beppe,
Quick update - the platonic tripped me up, because the scale changed from centimetres to metres in Standalone, so the thing was too big in the Live Viewer to be seen. Zooming back though however, I can see it now. So that works. The reason I was confused is because the ORBX doesn't show up in C4D's viewport - no bounding box, no point view. Also - as mentioned before - I have to restart C4D every time I update the ORBX in Standalone. Not even deleting the initial ORBX Loader and then creating a new one and loading the same updated ORBX does the trick.
Quick update - the platonic tripped me up, because the scale changed from centimetres to metres in Standalone, so the thing was too big in the Live Viewer to be seen. Zooming back though however, I can see it now. So that works. The reason I was confused is because the ORBX doesn't show up in C4D's viewport - no bounding box, no point view. Also - as mentioned before - I have to restart C4D every time I update the ORBX in Standalone. Not even deleting the initial ORBX Loader and then creating a new one and loading the same updated ORBX does the trick.
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Hi,
agree with that !
thanks
agree with that !
If it is possible,we would need a script like for textures, which reload orbx after edition..Ferdinand13 wrote:... I had to shut down the program and restart in order to get those updates, which is a bit tedious and defeats the seamlessness of the lovely link you've created between both programs...!

thanks
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pxlntwrk.net
pxlntwrk.net
- Ferdinand13
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BTW, here's an ORBX generated with the C4D plugin. In this case, the ORBX loader generates a bounding box/points in the viewport. Just in case you'd like to check out the differences between both files.Ferdinand13 wrote:Hey Beppe,
Quick update - the platonic tripped me up, because the scale changed from centimetres to metres in Standalone, so the thing was too big in the Live Viewer to be seen. Zooming back though however, I can see it now. So that works. The reason I was confused is because the ORBX doesn't show up in C4D's viewport - no bounding box, no point view. Also - as mentioned before - I have to restart C4D every time I update the ORBX in Standalone. Not even deleting the initial ORBX Loader and then creating a new one and loading the same updated ORBX does the trick.
Cheers!
- Attachments
-
- Phone_3.orbx
- (29.71 MiB) Downloaded 188 times
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You can see it in vertex mode also. ORBX object needs some polish and improvements for ux and features. I'll do soon.Ferdinand13 wrote:Hey Beppe,
Quick update - the platonic tripped me up, because the scale changed from centimetres to metres in Standalone, so the thing was too big in the Live Viewer to be seen. Zooming back though however, I can see it now. So that works. The reason I was confused is because the ORBX doesn't show up in C4D's viewport - no bounding box, no point view. Also - as mentioned before - I have to restart C4D every time I update the ORBX in Standalone. Not even deleting the initial ORBX Loader and then creating a new one and loading the same updated ORBX does the trick.
One note: Orbx should have rendertarget node or geometry out node and main group with geometry should be connected one of those. So plugin can know and find the geometry to use.
Last edited by aoktar on Sat Dec 08, 2018 9:11 am, edited 1 time in total.
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- Ferdinand13
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Thanks Ahmet. I tried making the platonic visible in vertex mode, but that didn't work either. Could you have a look, if you can get this object to show up?
Also, a little thought, which may or may not be possible to implement. Depending on the size of the geometry within the ORBX file, you'll have to zoom in or zoom out quite a lot in C4D's viewport and you probably know, how slow and unresponsive the navigation gets after a while. Usually I get around that by pressing "S" to "Frame Selected Elements". After that, viewport navigation is quick again.
However, as it stands, the ORBX geometry doesn't exist for C4D, so pressing "S" doesn't frame the geometry included. Is there a way to add that function? That'd be great.
Also, a little thought, which may or may not be possible to implement. Depending on the size of the geometry within the ORBX file, you'll have to zoom in or zoom out quite a lot in C4D's viewport and you probably know, how slow and unresponsive the navigation gets after a while. Usually I get around that by pressing "S" to "Frame Selected Elements". After that, viewport navigation is quick again.
However, as it stands, the ORBX geometry doesn't exist for C4D, so pressing "S" doesn't frame the geometry included. Is there a way to add that function? That'd be great.
Custom PC, Intel Core i7-6800K, 48GB RAM, 3x MSI GeForce RTX 2080 Super Seahawk EK, Windows 10
Razer Blade Pro 17, Intel Core i7-10875H, 32GB RAM, 1x NVIDIA GeForce RTX 3080, 1x EVGA GeForce GTX 1080 Ti Hybrid (eGPU), Windows 10
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Understand the problem.Ferdinand13 wrote:Thanks Ahmet. I tried making the platonic visible in vertex mode, but that didn't work either. Could you have a look, if you can get this object to show up?
Also, a little thought, which may or may not be possible to implement. Depending on the size of the geometry within the ORBX file, you'll have to zoom in or zoom out quite a lot in C4D's viewport and you probably know, how slow and unresponsive the navigation gets after a while. Usually I get around that by pressing "S" to "Frame Selected Elements". After that, viewport navigation is quick again.
However, as it stands, the ORBX geometry doesn't exist for C4D, so pressing "S" doesn't frame the geometry included. Is there a way to add that function? That'd be great.
there is need to have a scatter before every mesh geometry. Just a note, orbx object is still need improvements and I'll work on. And as I can see that 'S' is working if orbx object can load the any geometry in plugin side to display for viewport.
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- Ferdinand13
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Hi Ahmet,
Thanks for the update. Yeah, I think I'll have to be patient until it's all working properly
However, pressing "S" when I can actually 'see' ORBX geometry in the viewport only centers the view for me, it doesn't 'frame' it (i.e. zooms in to the correct size). Does it do it for you, when you use the Phone_3.orbx I provided earlier?
Thanks for letting me know.
Thanks for the update. Yeah, I think I'll have to be patient until it's all working properly

However, pressing "S" when I can actually 'see' ORBX geometry in the viewport only centers the view for me, it doesn't 'frame' it (i.e. zooms in to the correct size). Does it do it for you, when you use the Phone_3.orbx I provided earlier?
Thanks for letting me know.
Custom PC, Intel Core i7-6800K, 48GB RAM, 3x MSI GeForce RTX 2080 Super Seahawk EK, Windows 10
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