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Re: Testing Beta 0.9x (SDK 1.20)

Posted: Tue Nov 12, 2013 3:12 pm
by Rudi
Hi Aoktar,

can you increase ' shader to textur '?
4096x4096 and 6144x6144 would be both additional dimensions.
I have many textures which are big 6000 pixels and these remain with 2048 simply on the distance. The quality is not taken over.

Re: Testing Beta 0.9x (SDK 1.20)

Posted: Tue Nov 12, 2013 4:37 pm
by inlifethrill
Fantastic plug-in. Bought it and I love it. Updating the hardware to fully enjoy it. Hope to see a final release anytime soon!
Meanwhile, here are a few notes I made today while playing with it. Things that bugged me and seemed weird.

PC, Windows 7, 64 bit, latest updates, nVidia Quadro 4000 (update 331.65) - weak card I know.. but it works fine while I am testing basic functionality.
I am using the latest octane update posted here. Cinema 4D R15, 64bit.

- when in lock res mode, the live viewer panel cannot be scaled down properly in X and black bars are always visible on the right due to empty space left. I cannot reproduce the effect every time but it happens. Docking/undocking it to other panels sometimes fixes it. Seems random.

- Sometimes the live render gives me nothing but black screen. I can see the render info and progress bar at the bottom, it obviously renders something but the images is black. If i check the "Chn" drop-down menu on the right and pick zdepth - I can see it, alpha shows up as well. It's only the color channel that does not render.

- Render stats on the bottom of the live updater viewer does not always show up

- The regular C4D editor view does not update the material changes. It sometime does after say 10-15 seconds but not always. Octane shows them correctly in the live render windows. I don't know if it supposed to do it anyway, should we only rely on the octane viewer?

- I could not get the "Check" shader to work with the "Bump" channel. Turbulence and other generators work.

- Request: Possibility to switch off the default environment color. Some sort of global control would be nice.

Many of the problems could be because of my video card's limited capabilities, maybe not. Thought I share.

Congratulations once again for a great product! Will keep the reports coming.

inlife

Re: Testing Beta 0.9x (SDK 1.20)

Posted: Tue Nov 12, 2013 7:38 pm
by aoktar
Rudi wrote:Hi Aoktar,

can you increase ' shader to textur '?
4096x4096 and 6144x6144 would be both additional dimensions.
I have many textures which are big 6000 pixels and these remain with 2048 simply on the distance. The quality is not taken over.
I think that if we got it wrong. This values are not for converting the images in renderer. It's for baking the Cinema 4D shaders. For example, if you put some native C4D shaders like a gradient, noise, brick, etc. to any slot of Octane materials. Then plugin will convert them to images and send to renderer.

Re: Testing Beta 0.9x (SDK 1.20)

Posted: Tue Nov 12, 2013 7:54 pm
by aoktar
inlifethrill wrote:Fantastic plug-in. Bought it and I love it. Updating the hardware to fully enjoy it. Hope to see a final release anytime soon!
Meanwhile, here are a few notes I made today while playing with it. Things that bugged me and seemed weird.inlife
Thank and i'm glad to you liked it. I like to hear any idea and comment everytimes.
inlifethrill wrote:PC, Windows 7, 64 bit, latest updates, nVidia Quadro 4000 (update 331.65) - weak card I know.. but it works fine while I am testing basic functionality.
I am using the latest octane update posted here. Cinema 4D R15, 64bit.inlife
to add second or third card will be big bang for performance. And keep your quadro for viewport, best is this for workflow
inlifethrill wrote:- when in lock res mode, the live viewer panel cannot be scaled down properly in X and black bars are always visible on the right due to empty space left. I cannot reproduce the effect every time but it happens. Docking/undocking it to other panels sometimes fixes it. Seems random.inlife
I'll check this. But some explanation again for that. The button locks to render resolution if it's enabled. And gives some black area naturally, if your window is bigger. I'll try to do centered render area.
If it's not enabled, render area will be same size of window.
inlifethrill wrote:- Sometimes the live render gives me nothing but black screen. I can see the render info and progress bar at the bottom, it obviously renders something but the images is black. If i check the "Chn" drop-down menu on the right and pick zdepth - I can see it, alpha shows up as well. It's only the color channel that does not render.
inlife
It sounds me you have skyobjects. Check for that. Plugin looks sky objects for environment color. If you put a few, will take only one. If you have physical this can cause black or a material on sky objects. Check your materials of sky objects.
inlifethrill wrote:- Render stats on the bottom of the live updater viewer does not always show up
inlife
To click on render area will switch and visible the different modes of info boxes
inlifethrill wrote:- The regular C4D editor view does not update the material changes. It sometime does after say 10-15 seconds but not always. Octane shows them correctly in the live render windows. I don't know if it supposed to do it anyway, should we only rely on the octane viewer?inlife
There is still some lags on refreshing opengl textures and i'm trying to do better. Live viewer windows is exact output and trust to output.
inlifethrill wrote:- I could not get the "Check" shader to work with the "Bump" channel. Turbulence and other generators work.inlife
Yes, possible this is a renderer behaviour. You can put a native checker if you need. But it's not going to be realtime
inlifethrill wrote:- Request: Possibility to switch off the default environment color. Some sort of global control would be nice.inlife
Sky object + environment tag is solution
inlifethrill wrote:Many of the problems could be because of my video card's limited capabilities, maybe not. Thought I share.
Congratulations once again for a great product! Will keep the reports coming.
inlife
Enjoy it.

Re: Testing Beta 0.9x (SDK 1.20)

Posted: Tue Nov 12, 2013 9:51 pm
by inlifethrill
I'll check this. But some explanation again for that. The button locks to render resolution if it's enabled. And gives some black area naturally, if your window is bigger. I'll try to do centered render area.
If it's not enabled, render area will be same size of window.

Correct. If my my window is larger than the locked resolution I would simply scale it down to make it fit. The problem is that I cannot scale it down all the way. It stops scaling down in X at certain point, before I can reach my locked resolution. This keeps some of the black space visible. If you cannot reproduce it - it was probably my video card acting weird.

This plug-in is so much fun to play with. Very intuitive material system. Loving the node editor as well. Hopefully there will be no coming back to vray..

Is it planned to have a complete multi-pass system in future releases?

inlife

Re: Testing Beta 0.9x (SDK 1.20)

Posted: Tue Nov 12, 2013 11:11 pm
by aoktar
inlifethrill wrote:
I'll check this. But some explanation again for that. The button locks to render resolution if it's enabled. And gives some black area naturally, if your window is bigger. I'll try to do centered render area.
If it's not enabled, render area will be same size of window.

Correct. If my my window is larger than the locked resolution I would simply scale it down to make it fit. The problem is that I cannot scale it down all the way. It stops scaling down in X at certain point, before I can reach my locked resolution. This keeps some of the black space visible. If you cannot reproduce it - it was probably my video card acting weird.

This plug-in is so much fun to play with. Very intuitive material system. Loving the node editor as well. Hopefully there will be no coming back to vray..

Is it planned to have a complete multi-pass system in future releases?

inlife
if you locked you cannot scale image. You must deactivate the button. Node editor is still improving, need more time to be really productive. When it's on my target level, you will not need other material editors.
Current multipass system is hybrid, not best. I'm looking for next releases of Octane SDK for doing better.

Re: Testing Beta 0.9x (SDK 1.20)

Posted: Wed Nov 13, 2013 9:50 am
by dflamholc
Hi,
Thanks for a great render engine!
I bought Octane only a few days ago and I absolutely love it! makes great use of my titan card ;)

Just a quick question with this latest version - I don't seem to be able to see that extra square info panel in the render view? Is there a setting to switch that on and off somewhere?

Also when I try to put a detailed bump map in a very glossy material I get incredible noise/hot pixels and lose the glossy effect. I've been trying to look this up here in the forum and manual but can't find any info on correctly various use of bump/normal maps in the c4d plug.

Thanks
David

Re: Testing Beta 0.9x (SDK 1.20)

Posted: Wed Nov 13, 2013 11:03 am
by aoktar
dflamholc wrote:Hi,
Thanks for a great render engine!
I bought Octane only a few days ago and I absolutely love it! makes great use of my titan card ;)

Just a quick question with this latest version - I don't seem to be able to see that extra square info panel in the render view? Is there a setting to switch that on and off somewhere?

Also when I try to put a detailed bump map in a very glossy material I get incredible noise/hot pixels and lose the glossy effect. I've been trying to look this up here in the forum and manual but can't find any info on correctly various use of bump/normal maps in the c4d plug.

Thanks
David
Click to render area to make visible info boxes.
Did you try to increase maxsamples? If you can't ride away share a picture to check it. And did you see this, also has settings for bump mapping
https://vimeo.com/groups/209276/videos/75539091

Re: Testing Beta 0.9x (SDK 1.20)

Posted: Wed Nov 13, 2013 11:04 am
by atome451
Hi,

I've found another issue with Hair.
The plugin is able to render Hair (as polygonal) since the first version i think but now it render only the number of guides, not the number of hair. I'm almost sure it wasn't the case before. Hope this wil help you.

EDIT : I work with C4D R14.

Re: Testing Beta 0.9x (SDK 1.20)

Posted: Wed Nov 13, 2013 1:27 pm
by djart
Hello aoktar,

if you dont mind, i have a question about reducing the noise and reducing the rendertimes.

Is it possible to build a "maxsamples renderstop" or "stoprays at samplevalue x" tag?

For example, a scene needs 8K Samples to look almost or acceptable noisefree.
But, its only a few objects or dark areas that need to go the whole way to 8K, while the most of the scene is already looking good at 2K or less.
So a "renderstop", tagged on the "no" problem areas would stop at 2K or less, and then all the CPU power is only used for the problem areas.

Is this even possible in theory or does it makes no sence at all?

cheers,
djart