OctaneRender™ for Cinema 4D released

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abstrax
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Regarding the Mac SDK: We are currently working on it. If we are lucky and don't stumble over any more issues, we can release a Mac SDK next week. If not, it will take longer. We want to have that done as much as you guys, but developing for Mac is a pain.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Method
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The results are excellent, only I'm missing:
Object buffer
Compositing tag
Motion blur (physical)
Fog (objects changing contrast with distance), maybe it can solve the depth that will not affect the camera.I do not know, I'm not a programmer.


These are just my observations ;)
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aoktar
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Method wrote:The results are excellent, only I'm missing:
Object buffer
Compositing tag
Motion blur (physical)
Fog (objects changing contrast with distance), maybe it can solve the depth that will not affect the camera.I do not know, I'm not a programmer.


These are just my observations ;)
I'm aegerly waiting some results :)
Possible features will be added asap.
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That would be wonderful! :) I'm excited, thank you! ;)

Edit.: I have some results, but it's just a quick test. I'll try to edit and send a private message. ;)
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mustardseedsg
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Why?
abstrax wrote:but developing for Mac is a pain.
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SephirothNP
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Are there any short videos/tutorials on rendering an animation from the Octane C4D plugin? I am unclear as to how this is done, and none of the existing videos/tutorials show the Octane C4D plugin from an animation rendering perspective.

I have the stand-alone Octane renderer and am unfamiliar with a node-based setup- does the C4D plugin reduce the need to be familiar with a node-based system? Here is what I am looking to determine:

With the new Octane C4D plugin:

1.) What is the minimum number of extra steps required compared to using the C4D physical render engine?

2.) Do I have to create a new Octane material for all of my existing C4D materials? Does the importer handle this, or do I have to do this manually in most cases? (I work with pre-existing models that have 100+ materials- I do not have the ability to manually re-create every material in Octane.)

3.) Are depth passes able to be created/exported?


Any input would be much appreciated. Yes, I have read the online manual- it says all of the above is possible, but I have not seen this demonstrated anywhere, and am not anxious to learn an entirely new working method just for renders. If the plugin handles all of the above with minimal learning curve, that would be great!
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aoktar
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SephirothNP wrote:Are there any short videos/tutorials on rendering an animation from the Octane C4D plugin? I am unclear as to how this is done, and none of the existing videos/tutorials show the Octane C4D plugin from an animation rendering perspective.

I have the stand-alone Octane renderer and am unfamiliar with a node-based setup- does the C4D plugin reduce the need to be familiar with a node-based system? Here is what I am looking to determine:

With the new Octane C4D plugin:

1.) What is the minimum number of extra steps required compared to using the C4D physical render engine?

2.) Do I have to create a new Octane material for all of my existing C4D materials? Does the importer handle this, or do I have to do this manually in most cases? (I work with pre-existing models that have 100+ materials- I do not have the ability to manually re-create every material in Octane.)

3.) Are depth passes able to be created/exported?


Any input would be much appreciated. Yes, I have read the online manual- it says all of the above is possible, but I have not seen this demonstrated anywhere, and am not anxious to learn an entirely new working method just for renders. If the plugin handles all of the above with minimal learning curve, that would be great!
1) Maybe i need more detailed info to reply for this. But a few click is enough to render

2) No need, standart materials can render directly, but current version only apply texture maps and simple nodes. Also converter works with limited nodes. Development version has more ability, also i'm adding render to texture option for most shaders. It's directly convert bitmaps. But this way has disadvantage about texture limits.

3) Some info channels (zdepth, objectID, normals, wireframe,etc..) are possible. But actually support one pass for saving. I'm adding saver options for that.
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SephirothNP
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Thanks Aoktar! Maybe a 30 second screencapture would be helpful- just something that shows the workflow for rendering an animation of an existing C4D scene with lights, camera movement, multiple materials, etc. It would certainly help me to make a purchase decision, and I suspect it might help a few other people out there who do not have deep experience with a node-based system.
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aoktar
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SephirothNP wrote:Thanks Aoktar! Maybe a 30 second screencapture would be helpful- just something that shows the workflow for rendering an animation of an existing C4D scene with lights, camera movement, multiple materials, etc. It would certainly help me to make a purchase decision, and I suspect it might help a few other people out there who do not have deep experience with a node-based system.
yes, i'll do it
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aoktar wrote: I'm aegerly waiting some results :)
Possible features will be added asap.
OK, this is my first animation render quick test:

;)
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VFX/CGI, Animation for documentary movies, Music videos, Products renderings, Advertising....3D/2D (small production)
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