Testing Beta 0.87b (SDK 1.20) **updated 04.10**

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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Elprezzy
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8.9b with motion blur support? :)
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Silverwing
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@ aoktar:

wow nice! Finally some Motion Blur!
This is really great.

I know I have said this before:
As I do a lot of animation where only the camera is moving could you please also create an option for the camera motion blur (real not subframe)
that I know and love in the C4D Exporter plugin!

Cheers,
Raphael
WIN 10 PRO 64 | ASUS X99-E WS | 3 X GTX 1080Ti | i7 5960X 8X 3,33GHz | 64GB RAM
Rudi
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I do not know whether this is one more bug or whether it only concerns me.

1. I can put the size ' Shader to Texture ' not permanently on another value than 512x512. These should be 2048x2048.

2. "Use octanes for OpenGL previews" must be switched on over and over again.

3. "Render Stats" the same.
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kirbyzz
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Hi Ahmet,

i´ve tested with your version 0.8.9a.

1.
cinema it selfs seems to be stabel .. but i have always c4d crash or hangup in render end with medium and big-scenes between 2 and 4GB Ram (not live-viewer - its final rendering) - i haven´t tested animation, but i tested different scenes .. small scenes work normal

2.
cinema is real real slow for working (modelling and so on) because of the oct-material previews if i have more mats and a few complex objects.
If you are working on bigger scenes it´s really frustrating, because you can´t really work and it needs so much time to do little changes and things
and disabeling the update functions doesn´t help. If i delete all oct-materials cinema is normal fast...but that´s not a solution.

These are the two bugs which bother me...for animation i don´t know and will see if i have to animate and render ...
For me it´s not i final version/release before these two bugs are solved and these are old bugs since the 0.7.xx versions.

Good think is that i have no c4d-chrash while i´m working...this is stable.

Ah i forgot..

3.
I bought a Titan with 6 GB Ram because of the 6 GB Ram.
Why cant i only use 4.xxx Ram and not 6 GB? there are 1.xx Gb unused - but i can´t use them because Octane says render-failure if i use more RAM.
The used and free statusbars always shows that - they are not right if you add both values and subtract them from the total ram.
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aoktar
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@kirbyzz:
I have checked on a notebook your last scene. It's same speed with/without octane plugin. I'll do deep testing tomorrow. Did Live viewer is closed or opened while working?
Octane materials does previews when scene opened. This takes some times as for that the material numbers. But should not take the cpu power while working with objects. Only reacts material operations. Also you can disable material previews to see different.
I'll ask again about is live viewer opened and status of geometry updates option...

sending PM for crashes. Possibly vram or gpu texture problem.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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kirbyzz
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i tested both - live viewer open and updates on ... and liveviewer closed and all updateoption turned off - no difference for me.
i know that octane needs a bit time if i open a scene to initialize all mats, etc... my problem is on working a long time like hours or a whole day..
you see the scene i send you ...all bolean objects are converted...you can disable all cloners over xpresso..it is really optimized and not so big...it should bhave fluid. Currently i have to copy and past everything i´m working on in a new empty scene..making there my changes and copy it back...problem is that i then always have materials double...because the c4d-function delete identical/double mats doesn´t work...thanx for cheking
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kirbyzz
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a other question..i´ve made really much with octane materials.. i think i undertand them really good but i cant find a refractive index
for example for a lupe .. you know you are looking trough and thing behind are bigger or smaller over refractive index ...indexes are many there but i can´t find a refraction index to break rays not in glossy- and not in specular-mode... does anyone know?
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aoktar
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@Silverwing: Camera moblur will come with next sdk. This is for closing the gap with plugin functionality.
A sample video to show how works. Also this not takes lot of render time because we can decrease maxsamples while rendering for subframe motion blur. For 256 samples, we can use 30-40 samples. Blending operation is removing noises.

Also i catch the attention on new render settings and changed interface schema on first video.

[vimeo]http://www.vimeo.com/76825482[/vimeo]

[vimeo]http://www.vimeo.com/76834947[/vimeo]
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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Silverwing
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@ aoktar:
amera moblur will come with next sdk. This is for closing the gap with plugin functionality.
Great to hear. Thank you very much!

Really can´t wait to get my hands on this :-)

Cheers,
Raphael
WIN 10 PRO 64 | ASUS X99-E WS | 3 X GTX 1080Ti | i7 5960X 8X 3,33GHz | 64GB RAM
AndreaMannori
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I don't want to complain, especially with Aoktar that is working hard for c4d users. I only want to share my own opinion. Sincerely, I'm not interested into softwares that slow down the production process... so I don't understand why should I calculate many times the same frame to obtain motion blur (rough or nice it doesn't matter) when I can use a little bit of post production like AE + motion blur effect. I know the final result will not be perfect but it's the best way in many cases... especially if you're producing something for real.
Probably this method, of calculating motion blur, comes from the Octane sdk so...I have to wait until Otoy will compile a new release.
Andrea Mannori

win 8.1 x64; nvidia 770M driver 340.52; octane standalone 2 + c4doctane 2.
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