I would like the ability to bake textures and lighting so that they can be imported as a color channel into a game engine such as Unity 3D or Unreal Engine 4.
Is anything like this on a short term / long term list?
******* Wishlist and feedback topic ********
Moderators: ChrisHekman, aoktar
- mossberg385t
- Posts: 17
- Joined: Tue May 27, 2014 9:53 pm
- Location: Sarasota, FL
4930k @ 4.4ghz | 2x EVGA 980 Ti Classified @ 1490mhz | EVGA 1300G2 | Gigabyte x79-UP4 | 250gb 840 EVO boot | 128gb 840 Pro cache| ATTO R680 | G Speed eS Pro 8tb
Cooling: 2x EK FC780-Classy GPU Block | 2x XSPC AX360 | XSPC Photon D5 170 | XSPC Raystorm
Cooling: 2x EK FC780-Classy GPU Block | 2x XSPC AX360 | XSPC Photon D5 170 | XSPC Raystorm
Alpha Pass for materials.
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
Connecting the octane object tag´s "General visibility" to c4d´s "display" tag possible?
The Situation: there is an animation of 2000 Frames and severeal groups of objects that need to be faded in and out (means setting visibility from 1. to 0 over time)
via octanes visibility tag. It all works fine but if visibility reached zero, the object groups dont disappear in the c4d´s opengl editor.
So lets say theres 20 groups with different objects, and 10 of them are already faded out, you still see all the groups in the opengl editor.
Also object groups that need to be faded in, are visible in the editor from the beginning of the animation.
So a preview for a client i.e. can only be rendered with octane, but not using the hardware render from c4d, cause all the object groups are visible over the whole duration.
By using the c4d´s AR3 and using the display tag to control the visibility, the objects disappear in the opengl editor by reaching the value 0.
Is it possible to add the function for the octane "General visibilty", that if the value zero is reached , the objects disapperas from the opengl editor?
I attached some screenshot that hopefully explain better
Cause of severeal projects running i am not able not change to newest version (working with R13 and octane 2.12.2)
The Situation: there is an animation of 2000 Frames and severeal groups of objects that need to be faded in and out (means setting visibility from 1. to 0 over time)
via octanes visibility tag. It all works fine but if visibility reached zero, the object groups dont disappear in the c4d´s opengl editor.
So lets say theres 20 groups with different objects, and 10 of them are already faded out, you still see all the groups in the opengl editor.
Also object groups that need to be faded in, are visible in the editor from the beginning of the animation.
So a preview for a client i.e. can only be rendered with octane, but not using the hardware render from c4d, cause all the object groups are visible over the whole duration.
By using the c4d´s AR3 and using the display tag to control the visibility, the objects disappear in the opengl editor by reaching the value 0.
Is it possible to add the function for the octane "General visibilty", that if the value zero is reached , the objects disapperas from the opengl editor?
I attached some screenshot that hopefully explain better

Cause of severeal projects running i am not able not change to newest version (working with R13 and octane 2.12.2)
Hello,
Some Features I'd wish for:
- Disable/Enable Materials in Material Manager (to gain speed when working with huge textures or c4d noises and 8k shader to texture)
- c4d noises tiling (some of the textures don't tile when rendered)
- Automatic save pictures from life viewer to a folder when you press restart/pause/stopp (On/Off, choose folder)
- Frontal Projection
Thanks for the great work!
Cheers
Some Features I'd wish for:
- Disable/Enable Materials in Material Manager (to gain speed when working with huge textures or c4d noises and 8k shader to texture)
- c4d noises tiling (some of the textures don't tile when rendered)
- Automatic save pictures from life viewer to a folder when you press restart/pause/stopp (On/Off, choose folder)
- Frontal Projection
Thanks for the great work!
Cheers
Last edited by matpr on Sat Mar 07, 2015 10:02 am, edited 1 time in total.
Hey Ahmet,
1. I really need a way to get black and white mattes for working with compositing, like for instance if I want to change color of objects in After Effects. Basically I need what Layer Masks does, only as Thomas mentioned it in another thread (I've quoted it below):
Thanks again for all the hard work!
1. I really need a way to get black and white mattes for working with compositing, like for instance if I want to change color of objects in After Effects. Basically I need what Layer Masks does, only as Thomas mentioned it in another thread (I've quoted it below):
2. Also I would love it if we had a parameter/setting under Object Tag, where one can specify what color the Object ID will have in the Info pass. Right now there is no control over the ID's and they are just random colors. Same with Materials, a parameter/setting in each material where one can specify what color the Material ID will have.stratified wrote:Hi,
Rendering multiple mask as a single pass is way too specific to hack into the render engine. Rendering masks itself is really fast, rendering all the masks would be a matter of seconds. For the standalone we can provide a script to do this but if you're using the plug, you should bring this up with Ahmet.
cheers,
Thomas
Thanks again for all the hard work!
- virtualzapp
- Posts: 33
- Joined: Fri Aug 16, 2013 8:44 pm
- Location: Montreal, Canada
- Contact:
Hi there,
DeepEXR format support would be great.
Cheers
Regis
DeepEXR format support would be great.
Cheers
Regis
VFX compositor / CG generalist
Mac Pro 12C 2.93GHz, 64gb ram, 1xGTX Titan X, 4xGTX Titans in Cubix
Mac Pro 12C 2.93GHz, 64gb ram, 1xGTX Titan X, 4xGTX Titans in Cubix
Hi Aoktar,
First of all thanks for all the hard and great work on the C4D plugin for Octane. I just recently started using the renderer and it blows my mind in terms of quality and speed.
It would be amazing to have:
- The selection field working within the material tag. If you type in e.g. C1, or R1 the material would just be applied to caps or bevels of nurb objects. This function doesn't work with octane render.
- Better support for X-Particles (I know you're planning on improving particle engine for next major release).
- Is it possible to get a proper octane hair/fur shader to use on splines for faster render times?
Thanks
Dan
First of all thanks for all the hard and great work on the C4D plugin for Octane. I just recently started using the renderer and it blows my mind in terms of quality and speed.
It would be amazing to have:
- The selection field working within the material tag. If you type in e.g. C1, or R1 the material would just be applied to caps or bevels of nurb objects. This function doesn't work with octane render.
- Better support for X-Particles (I know you're planning on improving particle engine for next major release).
- Is it possible to get a proper octane hair/fur shader to use on splines for faster render times?
Thanks
Dan
Windows 8.1/Cinema4D R16/1x GTX 980Ti + external GPU expander with 2x GTX 980Ti's and 2x GTX 970's
hi thanks for words. material assignments should work as you described. I'll check anyway.dbalzer wrote:Hi Aoktar,
First of all thanks for all the hard and great work on the C4D plugin for Octane. I just recently started using the renderer and it blows my mind in terms of quality and speed.
It would be amazing to have:
- The selection field working within the material tag. If you type in e.g. C1, or R1 the material would just be applied to caps or bevels of nurb objects. This function doesn't work with octane render.
- Better support for X-Particles (I know you're planning on improving particle engine for next major release).
- Is it possible to get a proper octane hair/fur shader to use on splines for faster render times?
Thanks
Dan
also it can convert hairs to octane hair. you can connect spline to hair objects. it looks for any hair output to convert.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- eyeonestudio
- Posts: 328
- Joined: Fri Oct 18, 2013 5:49 pm
- Location: Seoul, South Korea
- Contact:
Blackmagic Decklink : Video Preview Support (Like After Effects or Nuke)
Live Viewer Result --> Decklink Video Preview
1.Resolution Support : SD, HD, UHD
2. When "Lock Resolution" is On
3. Main Display(Only Dialog) / Broadcast Video Monitor (Result)
4. 4:4:4 or 4:2:2 Sampling Toggle
It's very useful feature for Video Artist.
Decklink SDK Dwonload : (https://www.blackmagicdesign.com/suppor ... d-playback)
Live Viewer Result --> Decklink Video Preview
1.Resolution Support : SD, HD, UHD
2. When "Lock Resolution" is On
3. Main Display(Only Dialog) / Broadcast Video Monitor (Result)
4. 4:4:4 or 4:2:2 Sampling Toggle
It's very useful feature for Video Artist.
Decklink SDK Dwonload : (https://www.blackmagicdesign.com/suppor ... d-playback)

CINEMA 4D R2025
Win11 / AMD 7995WX, 3995WX, 3990X, Intel 10980XE / 256Gb RAM / RTX4090, RTX3090 / 100GbE, 40GbE, 10GbE
Win11 / AMD 7995WX, 3995WX, 3990X, Intel 10980XE / 256Gb RAM / RTX4090, RTX3090 / 100GbE, 40GbE, 10GbE