Hi, team
Amazing release so far.
Something I noticed:
light materials options such as "Visible on diffuse" and "Visible on Specular" are not working when a specular material is set ON with "Allow Caustics".
Maybe we need more options or an improved "Ray switch" node?
Regards,
OctaneRender® 2022.1 XB 2
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
- Attachments
C4D 2025.1.1 Octane 2025.2.1 v1.5.1, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 552.22
https://www.behance.net/PaperArchitect
https://www.behance.net/PaperArchitect
Thanks for the heads-up. I see now.jobigoud wrote:The ray switch node has a new option for "Photon ray", see if this could help.Maybe we need more options or an improved "Ray switch" node?
I will give it a try when Aoktar implements it on C4D plugin side.
Regards,
C4D 2025.1.1 Octane 2025.2.1 v1.5.1, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 552.22
https://www.behance.net/PaperArchitect
https://www.behance.net/PaperArchitect
Thanks Beppe,
I am sorry... but since Feb 2021 we are informed, that there will be cross platform render node Mac/Win support in "next version" (see history below).
2021.1 passed, 2022.2, 2022 ... ? Redshift has it already for years.
We love Octane, but stability issues and missing cross platform node makes it a hard one to stay loyal for Pro customers.
Simple future platform invest question:
Will it be implemented in the 2022 Public Release: Yes or not?
thx for your work and you feedback
-----------
History log:
Re: MIXED OS NETWORK RENDERING
by Goldorak » Sat Feb 06, 2021 9:04 pm
The soonest this can happen is after the first 2021.1 stable release is out at which point Metal and CUDA will be fully in sync feature wise and we can see if at that point net render will be viable between the two for that update or the next one after.
Re: OctaneRender® 2022.1 XB 1
by aoktar » Wed Jun 01, 2022 8:41 pm
nibbler wrote:
Is there a cinema 4d Plugin aviable for 2022.1 XB 1 MAC?
Maybe with XB2
Re: OctaneRender® 2022.1 XB 2
by bepeg4d » Thu Jul 07, 2022 9:38 am
nibbler wrote:
is there a 2022.1 xb2 version matching cinema 4d plugin aviable for osx?
thx for feedback
No sorry, only Standalone for now, C4D-OctaneX plugin should arrive with 2022.1-XB3.
ciao,
Beppe
I am sorry... but since Feb 2021 we are informed, that there will be cross platform render node Mac/Win support in "next version" (see history below).
2021.1 passed, 2022.2, 2022 ... ? Redshift has it already for years.
We love Octane, but stability issues and missing cross platform node makes it a hard one to stay loyal for Pro customers.
Simple future platform invest question:
Will it be implemented in the 2022 Public Release: Yes or not?
thx for your work and you feedback
-----------
History log:
Re: MIXED OS NETWORK RENDERING
by Goldorak » Sat Feb 06, 2021 9:04 pm
The soonest this can happen is after the first 2021.1 stable release is out at which point Metal and CUDA will be fully in sync feature wise and we can see if at that point net render will be viable between the two for that update or the next one after.
Re: OctaneRender® 2022.1 XB 1
by aoktar » Wed Jun 01, 2022 8:41 pm
nibbler wrote:
Is there a cinema 4d Plugin aviable for 2022.1 XB 1 MAC?
Maybe with XB2
Re: OctaneRender® 2022.1 XB 2
by bepeg4d » Thu Jul 07, 2022 9:38 am
nibbler wrote:
is there a 2022.1 xb2 version matching cinema 4d plugin aviable for osx?
thx for feedback
No sorry, only Standalone for now, C4D-OctaneX plugin should arrive with 2022.1-XB3.
ciao,
Beppe
Several MacPros + Win PC • Cinema 4d • Octane Mac & Octane Win
@nibbler and vurt:
Yes, we are in late with M1 support, probably for someone else was more easy, but having a spectral unbiased render engine native for M1 was not trivial!
And we are making big progress at each update.
Now in XB2, Standalone for M1 is almost complete.
The plan is to have a full native plugins SDK for M1 in XB3.
Then we will explore the possibility to have cross platform Network rendering between CUDA and Metal.
Fingers crossed!
ciao,
Beppe
Yes, we are in late with M1 support, probably for someone else was more easy, but having a spectral unbiased render engine native for M1 was not trivial!
And we are making big progress at each update.
Now in XB2, Standalone for M1 is almost complete.
The plan is to have a full native plugins SDK for M1 in XB3.
Then we will explore the possibility to have cross platform Network rendering between CUDA and Metal.
Fingers crossed!
ciao,
Beppe
Thanks for this update, Beppe! Having the cross platform network rendering is paramount for many of us because of our past investments into GPU's with CUDA. Personally I did expand my Macs with an ethernet connected Windows server + GPU Box with a total of 5 GPU's. Currently I'm still working under MacOS High Sierra on my old MacPro with Octane 2020 Mac CUDA just for having this render power for previews, as the MacBook Pro M1 MAX is not powerful enough for fast previewing complex scenes and cannot be connected to CUDA nodes. Would be a big relief to see this capacity soon.bepeg4d wrote:@nibbler and vurt:
Yes, we are in late with M1 support, probably for someone else was more easy, but having a spectral unbiased render engine native for M1 was not trivial!
And we are making big progress at each update.
Now in XB2, Standalone for M1 is almost complete.
The plan is to have a full native plugins SDK for M1 in XB3.
Then we will explore the possibility to have cross platform Network rendering between CUDA and Metal.
Fingers crossed!
ciao,
Beppe
Specs: Apple MacBook Pro M1 max 64GB 2TB, MacOS 12.5 / MacPro 5,1 with NVIDIA GeForce GTX 1080 8G, MacOS 10.13.6 / Mac Pro 5,1 with AMD RX5700 8G, MacOS 12.3.1 / HP Z600 with NVIDIA 3060 RTX 12G, Windows 10 pro + Netstor GPU box, 4 x NVIDIA GTX 980ti 6G.
- bullet0830bs
- Posts: 3
- Joined: Tue Apr 17, 2018 10:30 am
When will OctaneRender 2022.1 XB 3 Standalone and C4DPlugin be released?
I’m so excited about Brigade!
I’m so excited about Brigade!

Hi Beppe,
thanks for this update. We are aware, that every progress brings in its own complexity generating again new priorities. But unfortunalety it raises expectations as well. And we enjoyed all the progress in the last years, Otoy/Octane did.
Therefore I think we all keep the fingers crossed, that the "exploring the possbilities" is more a reliable roadmap
In-between-Solution approach.
I am not that deep into the topic as you are obviously, but maybe one kind of solution could be:
instead of developing a perfect synched "realtime" cross platform rendering, at least to have some kind of management/Render server app, e.g. similar to maxons team render. A small octane application, where we could load up scenes and the "compiling", scene-distrubution and transformation to every octane node would be made automatically via batch job. This App could generate the distribution to PC/WIN and/or Linux and/or Mac Clients. They would get their own dedicated scene rendering part (eg separated within their platform specific connectivity). A bit like your "Cloud Rendering" where everything is collected, uploaded and automatically managed.
Avoiding the hassle of realtime sync (eg several clients collaboratively working on ONE sequence or one big rendering image). By slicing the sequence and dedicate single frames to a specific node platform cluster.
Is this possible?
Situation: At the moment its a hassle:
Creating scene on Mac (Cinema 4d), preparing distribution to production Render System via assembling files, data, textures. Copying to PC/WIN Production Render Network Master (Cinema 4d). Starting intial test renderings on Win network master (ensure valid collection of assets), again setting manually parameters (res, output file, datapathes, kernels etc.), starting render sequence. Counting Frames, Re-render drops.
To be honest – this is an annoying, time-consumptioning "process", which can - in worst case - delay and blow up a whole production scheduling.
A comparison:
In (by the way very stable) Redshift I put my job into team render app, all aviable nodes and team render clients (independent from platform) immediately are identified and connected, and all render job settings are automatically set/synched. Even coop on one 20k Single Frame is possible.
Again, the quality of octane is impressive and the only reason, why I stick with you, despite the fact that there is no such a good renderer aviable for mac ... but some other are catching up and offering a very attractive cross platform batch render process.
Thanks for your valuable work for creatives, your engagement again. Please let us know what is possible and what not ...
thanks for this update. We are aware, that every progress brings in its own complexity generating again new priorities. But unfortunalety it raises expectations as well. And we enjoyed all the progress in the last years, Otoy/Octane did.
Therefore I think we all keep the fingers crossed, that the "exploring the possbilities" is more a reliable roadmap

In-between-Solution approach.
I am not that deep into the topic as you are obviously, but maybe one kind of solution could be:
instead of developing a perfect synched "realtime" cross platform rendering, at least to have some kind of management/Render server app, e.g. similar to maxons team render. A small octane application, where we could load up scenes and the "compiling", scene-distrubution and transformation to every octane node would be made automatically via batch job. This App could generate the distribution to PC/WIN and/or Linux and/or Mac Clients. They would get their own dedicated scene rendering part (eg separated within their platform specific connectivity). A bit like your "Cloud Rendering" where everything is collected, uploaded and automatically managed.
Avoiding the hassle of realtime sync (eg several clients collaboratively working on ONE sequence or one big rendering image). By slicing the sequence and dedicate single frames to a specific node platform cluster.
Is this possible?
Situation: At the moment its a hassle:
Creating scene on Mac (Cinema 4d), preparing distribution to production Render System via assembling files, data, textures. Copying to PC/WIN Production Render Network Master (Cinema 4d). Starting intial test renderings on Win network master (ensure valid collection of assets), again setting manually parameters (res, output file, datapathes, kernels etc.), starting render sequence. Counting Frames, Re-render drops.
To be honest – this is an annoying, time-consumptioning "process", which can - in worst case - delay and blow up a whole production scheduling.
A comparison:
In (by the way very stable) Redshift I put my job into team render app, all aviable nodes and team render clients (independent from platform) immediately are identified and connected, and all render job settings are automatically set/synched. Even coop on one 20k Single Frame is possible.
Again, the quality of octane is impressive and the only reason, why I stick with you, despite the fact that there is no such a good renderer aviable for mac ... but some other are catching up and offering a very attractive cross platform batch render process.
Thanks for your valuable work for creatives, your engagement again. Please let us know what is possible and what not ...

bepeg4d wrote:@nibbler and vurt:
Yes, we are in late with M1 support, probably for someone else was more easy, but having a spectral unbiased render engine native for M1 was not trivial!
And we are making big progress at each update.
Now in XB2, Standalone for M1 is almost complete.
The plan is to have a full native plugins SDK for M1 in XB3.
Then we will explore the possibility to have cross platform Network rendering between CUDA and Metal.
Fingers crossed!
ciao,
Beppe
Several MacPros + Win PC • Cinema 4d • Octane Mac & Octane Win