integrated Octane for Cinema Beta

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

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Jaybee
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aoktar wrote: hmm, this is important feature which is missing. Thanks you for pointing this.
previews is limited with lonely ball rightnow. we want to be improved this. But need time, but you can think so. this is realtime renderer you don't need to look to preview balls while doing adjusment
Haha :) I just like to see a picture in my library of materials. Sometimes it's easier to browse through previews than having to read about a material called "pine_wooden_planks_with_bump_and_dirt" :lol:

The basic ball would be fine. Just a picture so I know what I'm looking at in the Content Browser as I'm starting to try and build my library of Octane C4D materials with my favourite textures and remake stuff I had on the standalone version.
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nehale
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is the voxelation process faster in the integrated plugin or its the same speed as the exporter?
Regards
Nehale

Windows 10 x64 | 2x GTX680 | i7 990X | 24GB
Cinema 4D R17 Studio + 3Ds Max 2017
OctaneRender™ for Cinema 4D 3.01 + OctaneRender® for 3ds max® v3.14
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aoktar
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nehale wrote:is the voxelation process faster in the integrated plugin or its the same speed as the exporter?
voxelizing is done by Octane Render part. Plugin use sdk 1.11b. So that's very similar.
Why?
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nehale
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aoktar wrote:
nehale wrote:is the voxelation process faster in the integrated plugin or its the same speed as the exporter?
voxelizing is done by Octane Render part. Plugin use sdk 1.11b. So that's very similar.
Why?
I'm rendering an animation now with c4d and the exporter, the scene take up 900mb of vram, rendertime is 10-17sec but translation/voxelising takes almost 30-40secs per frame just to transfer the files and textures to the graphics cards, I wanted to know if this translating of materials and geometry is faster in the integrated version or just the same speed?

Thanks
Regards
Nehale

Windows 10 x64 | 2x GTX680 | i7 990X | 24GB
Cinema 4D R17 Studio + 3Ds Max 2017
OctaneRender™ for Cinema 4D 3.01 + OctaneRender® for 3ds max® v3.14
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aoktar
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Only voxel time is similar, except this integrated much faster in total process (run standalone/export/voxel/import...)
Also you can run multiply instances of C4D for animation rendering. I'm using this method sometimes. And you can split to 2 or more part your sequence on different Cinema 4d instances. So pratically you can lower the export process time to ZERO.

Also plugin has preview maker which can do only camera flytroughs. Also Instancing can give much more lower export times.
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nehale
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aoktar wrote:Only voxel time is similar, except this integrated much faster in total process (run standalone/export/voxel/import...)
Also you can run multiply instances of C4D for animation rendering. I'm using this method sometimes. And you can split to 2 or more part your sequence on different Cinema 4d instances. So pratically you can lower the export process time to ZERO.

Also plugin has preview maker which can do only camera flytroughs. Also Instancing can give much more lower export times.
Does this mean that i can run multiple c4d's with one licence or will i need to buy C4D licences for each instance, also can i use them with only one Stand Alone licence or will need another for each pc?
Regards
Nehale

Windows 10 x64 | 2x GTX680 | i7 990X | 24GB
Cinema 4D R17 Studio + 3Ds Max 2017
OctaneRender™ for Cinema 4D 3.01 + OctaneRender® for 3ds max® v3.14
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aoktar
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nehale wrote:
aoktar wrote:Only voxel time is similar, except this integrated much faster in total process (run standalone/export/voxel/import...)
Also you can run multiply instances of C4D for animation rendering. I'm using this method sometimes. And you can split to 2 or more part your sequence on different Cinema 4d instances. So pratically you can lower the export process time to ZERO.

Also plugin has preview maker which can do only camera flytroughs. Also Instancing can give much more lower export times.
Does this mean that i can run multiple c4d's with one licence or will i need to buy C4D licences for each instance, also can i use them with only one Stand Alone licence or will need another for each pc?
You can't run same time on different machines. Only i say that:
You can open multiply Cinema4d and you can do multiply renderings on same machine. This provides you one instance export, other render. So you can use %100 gpu power.

Note: You must check memory usage of gpu's so how much simultaneous rendering fit your gpu's
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nehale
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aoktar wrote:
nehale wrote:
aoktar wrote:Only voxel time is similar, except this integrated much faster in total process (run standalone/export/voxel/import...)
Also you can run multiply instances of C4D for animation rendering. I'm using this method sometimes. And you can split to 2 or more part your sequence on different Cinema 4d instances. So pratically you can lower the export process time to ZERO.

Also plugin has preview maker which can do only camera flytroughs. Also Instancing can give much more lower export times.
Does this mean that i can run multiple c4d's with one licence or will i need to buy C4D licences for each instance, also can i use them with only one Stand Alone licence or will need another for each pc?
You can't run same time on different machines. Only i say that:
You can open multiply Cinema4d and you can do multiply renderings on same machine. This provides you one instance export, other render. So you can use %100 gpu power.

Note: You must check memory usage of gpu's so how much simultaneous rendering fit your gpu's
That's sounds awesome!, can you do a tutorial showing just that?
Regards
Nehale

Windows 10 x64 | 2x GTX680 | i7 990X | 24GB
Cinema 4D R17 Studio + 3Ds Max 2017
OctaneRender™ for Cinema 4D 3.01 + OctaneRender® for 3ds max® v3.14
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aoktar
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Location: Türkiye
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nehale wrote:
That's sounds awesome!, can you do a tutorial showing just that?
if you have integrated plugin it's easy.
you must open multiple Cinema4d.exe with -parallel parameters.

In render setting set output frames to different ranges. Of course you must select Octanerender for render engine.
An start render on each copy of c4d.
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mauricesteenbergen
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aoktar wrote:
if you have integrated plugin it's easy.
you must open multiple Cinema4d.exe with -parallel parameters.

In render setting set output frames to different ranges. Of course you must select Octanerender for render engine.
An start render on each copy of c4d.

Great tip Aoktar, have been searching on how to open multiple C4D instances on one machine.

I found another bug: if you work with the preview window for a while, and you decide to render a full frame with the renderer (shift+r), the preview size has changed after that.

I would like to thank you for your hard work on the plugin, I just bought it and I already love it. I got used to the standalone, but it's so much easier this way. I'm sure you'll get rid of the bugs soon, It's been running pretty good here up until now.
Render: Geforce GTX480 (EVGA) (1.5GB) | OC @ 1.0V / 750Mhz
Display: Geforce 8800GT (NVIDIA) (512MB)
OS: Win 7 x64 | CPU: Quad Intel Xeon 2.66GHz (12GB)
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