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Re: Testing Beta 0.9x (SDK 1.20)
Posted: Fri Nov 08, 2013 10:55 pm
by SVITAdmin
FWIW, this was after I optamized the scene a lot. I got rid of a huge amount of unnecessary polys before checking the actual amount. We tend to design very high poly and then optamize if needed. This particular scene was acting odd to begin with (specifics are boring, but geometry was acting oddly). I think it was a few things that octane didn't like, but those few extra polys were the straw that broke the camels back.
I'll be rebuilding this scene from scratch if it gets approved for animation. Textures are fairly average in size.
Re: Testing Beta 0.9x (SDK 1.20)
Posted: Fri Nov 08, 2013 11:22 pm
by aoktar
SVITAdmin wrote:FWIW, this was after I optamized the scene a lot. I got rid of a huge amount of unnecessary polys before checking the actual amount. We tend to design very high poly and then optamize if needed. This particular scene was acting odd to begin with (specifics are boring, but geometry was acting oddly). I think it was a few things that octane didn't like, but those few extra polys were the straw that broke the camels back.
I'll be rebuilding this scene from scratch if it gets approved for animation. Textures are fairly average in size.
i don't know what is the weird on your scene. if you get some black faces, change epsilon value.
note from manual:
The ray epsilon is the distance to offset new rays so they don’t intersect with the originating geometry. If the scale of your scene is too large, precision artifacts in the form of concentric circles may appear. In that case, increasing the ray epsilon can make these artifacts disappear.
i like to remind that Octane uses memory as gpu have lowest ram. And vram of first gpu can taken from system and opengl also. Check free vram amount from live viewer.
Re: Testing Beta 0.9x (SDK 1.20)
Posted: Sat Nov 09, 2013 9:23 am
by Andygp
Octane and Turbulence fd Plugin are Incompatible, when i install TurbulenceFd and Octane for c4d, Octane crashes C4d, when it start
Re: Testing Beta 0.9x (SDK 1.20)
Posted: Sat Nov 09, 2013 1:04 pm
by Malaurny
You can have it work if you copy all the files (except nvapi64.dll) that are in Libs64 in C4doctane in your plugins folder, and paste them in C4D root folder.
It works well for me (win7 64, C4D R14, and Octane 0.96)
Of course you can't render the effects of Turbulence with Octane because there is no particles engine yet, but you can use both Octane and turbulence at the same time.
Re: Testing Beta 0.9x (SDK 1.20)
Posted: Sat Nov 09, 2013 6:57 pm
by wireframex
Thanks for your tip I have still error message but it seem to work.
Phil
Re: Testing Beta 0.9x (SDK 1.20)
Posted: Mon Nov 11, 2013 1:09 am
by brasco
Unfortunately C4D won't even start with this version for me. I just get the "CINEMA 4D® has stopped working.." dialog during the splash screen. To ensure it's not a clash with TFD, I took it out, so it's not the usual clash between those two. Any ideas?
Win 8.1
GTX Titan
GTX 580
Nvidia R331.65
C4D R15.
cheers
brasc
Re: Testing Beta 0.9x (SDK 1.20)
Posted: Mon Nov 11, 2013 1:38 am
by aoktar
brasco wrote:Unfortunately C4D won't even start with this version for me. I just get the "CINEMA 4D® has stopped working.." dialog during the splash screen. To ensure it's not a clash with TFD, I took it out, so it's not the usual clash between those two. Any ideas?
Win 8.1
GTX Titan
GTX 580
Nvidia R331.65
C4D R15.
cheers
brasc
some ideas, try without any plugins. Don't put octane files to main folder. Remove all octane files and make a clean install. Try with a older nvidia driver, i'm on 320.18
Re: Testing Beta 0.9x (SDK 1.20)
Posted: Tue Nov 12, 2013 12:23 pm
by Jaybee
brasco wrote:Unfortunately C4D won't even start with this version for me. I just get the "CINEMA 4D® has stopped working.." dialog during the splash screen. To ensure it's not a clash with TFD, I took it out, so it's not the usual clash between those two. Any ideas?
Win 8.1
GTX Titan
GTX 580
Nvidia R331.65
C4D R15.
cheers
brasc
I've had this happen before to me when upgrading the plugin.
You may need to copy
octane.dll &
octane.dat from your
Libs64 folder to the
main Cinema 4D directory (where the C4d executable lives).
Fingers crossed for you, we're on the bleeding edge of tech here...

Re: Testing Beta 0.9x (SDK 1.20)
Posted: Tue Nov 12, 2013 12:34 pm
by Jaybee
Aoktar,
Loving 0.96

Thank you! I only do stills and it's been rock solid. I've been away from CG for a bit and this is such a great improvement.
Only small thing I have noticed is a problem with Gamma settings for Image Textures when converting existing materials using the 'Convert Materials to Octane' command from the plugin.
Example:
1) Load a simple C4D or vRay material that has an image texture in its Diffuse layer
2) Select and use the 'Convert Materials to Octane' command
3) Conversion works but texture in new Octane mat looks too light (washed out).
4)
Image Texture Gamma in new Octane mat is set to 1.0 where it should be set to 2.2
5) Changing Gamma of image texture to 2.2 restores it to how it should be.
So if you could default the Image Texture conversion Gamma to 2.2 at some stage that would be great....
Thanks again
Jaybee
Re: Testing Beta 0.9x (SDK 1.20)
Posted: Tue Nov 12, 2013 1:13 pm
by atome451
First thanks a lot for this great plug-in !
I have also found a little bug. Not very important.
As you can see in the capture, the HUD indicate my GTX285 is working with only one GTX670. Only my two GTX670 are working. I'm sure this is the case because I've tested with 285 and the performances change radically.
I work with one GTX285 inside my computer and two GTX670 inside a Cubix Xpander connected to the second PCI Express port of my computer. In Octane standalone, my GPUs are correctly recognized.
I hope this will help you
