Cinema4D 2022.1-[R10] (Previous stable) (26.03.2023)

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SSmolak
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XRef loaded from Asset Browser doesn't work even if scene was saved. Materials are visible only in C4D viewport ( generated by Octane ) but not in Octane renderer.
xref_.jpg
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Colors in C4D OSL nodes not matching the same using Octane nodes - they need 2.2 gamma correction or color space conversion ( perceptual RGB to RGB ) :
noise_gamma.jpg
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Octane Object Tag, use display color AND C4D object display color is set to Layer -> this doesn't work :
display_color__layer.jpg
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aoktar
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freeter_e wrote:when c4d light linking is ticked, light pass don't work
It works, but "c4d light linking" is using auto assignment for light IDs. It's like overwritten the light ID values given in Light tags.
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aoktar
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SSmolak wrote:XRef loaded from Asset Browser doesn't work even if scene was saved. Materials are visible only in C4D viewport ( generated by Octane ) but not in Octane renderer.
The attachment xref_.jpg is no longer available
Your post means that's not working in any case, BUT it's working in my tests. Please do you reports with better investigable information, "scene+assets+descriptions" are best data always.
My answer is valid for your other reports. Without posting enough data that's just useless.
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a1.jpg
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SSmolak
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aoktar wrote:My answer is valid for your other reports. Without posting enough data that's just useless.
I thought that this is self explanatory. Please see attached video.
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truning_off_instances_vs_objects_inside_scatter___visible_objects_inside_Cloner_when_it_is_disabled.zip
(1.58 MiB) Downloaded 56 times
C4D_node_colors_vs_other_nodes.zip
(237.9 KiB) Downloaded 58 times
C4D_Layer_color_not_supported.zip
(896.9 KiB) Downloaded 58 times
Oct_XRef_mat_missing_from_AssetBrowser.zip
(536.17 KiB) Downloaded 50 times
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aoktar
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SSmolak wrote:
aoktar wrote:My answer is valid for your other reports. Without posting enough data that's just useless.
I thought that this is self explanatory. Please see attached video.
Most are possible to do BUT backward compatibility may be some problem here. To change some behavior will give problems. I'm trying to add some version conversion for the revisions
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SSmolak
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aoktar wrote:Most are possible to do BUT backward compatibility may be some problem here. To change some behavior will give problems. I'm trying to add some version conversion for the revisions
I don't want to be rude because of my constant requests for Scatter improvement but I see that Scatter has insane possibilities that are not fully implemented from material node system.

Users of 3dMax using Vray and Blender (Eevee) have great scattering plugins for planting. It can be done in Cinema using Cloner and Scatter but not as ease, fast and intuitive. You have great tools, nodes like RefShader but they dosen't work in Scatter node system.

If you can implement more from material, surface system to Scatter it would be great. I can make some tutorials including manual pages how to use them in real scenarios.
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aoktar
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New build(R5) with same SDK that's available. Enjoy it!
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KeeWe
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Rendertime just skyrocket with this new version. 31 seconds instead of 12 seconds with R4. Unfortunately the project is under strict NDA and I can't share any of it. Sorry for just giving a hint and no further infos. Maybe somebody else could do some further testing.
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aoktar
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KeeWe wrote:Rendertime just skyrocket with this new version. 31 seconds instead of 12 seconds with R4. Unfortunately the project is under strict NDA and I can't share any of it. Sorry for just giving a hint and no further infos. Maybe somebody else could do some further testing.
Interesting, both are using same render Core. It should not be any differences
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frankmci
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KeeWe wrote:Rendertime just skyrocket with this new version. 31 seconds instead of 12 seconds with R4. Unfortunately the project is under strict NDA and I can't share any of it. Sorry for just giving a hint and no further infos. Maybe somebody else could do some further testing.
Are there any obvious suspects, such as volumes, particle systems, massive instance use, etc? A progressive asset halving test should narrow it down pretty quickly if the issue isn't global.
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