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Re: Version 3.08-test6 (TEST VERSION)
Posted: Sun Dec 03, 2017 7:19 am
by aoktar
pxlntwrk wrote:Hi,
It react very well on R18 here, and Uber node is very welcome;)
Thanks for keep this plugin on top !
Great to hear. I'll increase material limit of uber for next releases.
Re: Version 3.08-test6 (TEST VERSION)
Posted: Sun Dec 03, 2017 7:21 am
by aoktar
Josef wrote:Thanks so much Ahmet , you just blew my mind with the OSL integration and UI, the EDITOR!!! , it just works !
Happy to hear that;)
Note that parameter types and ui still needs some work. And I'll improve it more on next releases.
enjoy it!
Re: Version 3.08-test6 (TEST VERSION)
Posted: Sun Dec 03, 2017 8:46 am
by VVG
Thanks Ahmet for fast test integration in C4D 3.08 build
Re: Version 3.08-test6 (TEST VERSION)
Posted: Sun Dec 03, 2017 8:47 am
by NC17z
Between the Toon Shader and OSL Node,... This is the best Christmas a geek like me could ever have,... Thank you Thank you Thank you Aoktar!
Has anyone noticed a little bit of a bump in performance with the view port?
I should also point out that the Toon Renders pretty darn fast too! I'm loving it.
Re: Version 3.08-test6 (TEST VERSION)
Posted: Sun Dec 03, 2017 9:50 am
by Cheiser
Weird issue with displacement.
Using TextureImage for displace this cube.

Re: Version 3.08-test6 (TEST VERSION)
Posted: Sun Dec 03, 2017 10:37 am
by thanulee
Now with 3.08 with the new LUT options that will be implemented, can u please create a pass for using em in post?
If i want to export with LUTs my image is 8bit and i cant do nothing else in post. Ideally i wouldnt want a linear render, i love octane cause i can use its LUTs for contrast and not cause i see a boring linear result in my viewport. But this clamping afterwards is killing me and leaving me with 2 choices: either lut and 8bit or linear and get different result.
So is there a way when we render 16/32 exr that we can have LUT information as a seperate pass, same as we have glow? This, or an export of high dynamic range with LUT burned in the image is fine as well.
thanks alot
Re: Version 3.08-test6 (TEST VERSION)
Posted: Sun Dec 03, 2017 11:26 am
by aoktar
Cheiser wrote:Weird issue with displacement.
Using TextureImage for displace this cube.

Could you please send a c4d or orbx scene?
Re: Version 3.08-test6 (TEST VERSION)
Posted: Sun Dec 03, 2017 11:55 am
by mesut
hi,
great update. thx.
i believe to have found a reproducable crash:
1. add light(sky, hdri... whatever)
2. add sphere
3. add octane-material to sphere
4. render in live viewer
5. open node editor of said material
6. connect a node (i.e. rgb) to diffuse
7. delete octane-material from material manager
8. freeze/crash of c4d (the one that shows you a "thinking" circle)
EDIT:
i tried this again, but this time with a "checker"-node instead of rgb... which led to "normal" crash with bugreport and such.
here's the zip, containing everything the report produced:
http://www.mesutcapkin.com/temp/complete_report.zip
Re: Version 3.08-test6 (TEST VERSION)
Posted: Sun Dec 03, 2017 3:42 pm
by atcovrett
Awesome work Ahmet! Can't wait to give this a try.
I might have missed this, but will this new version patch the R19 render passes output issue?
Thanks!
Aaron
Re: Version 3.08-test6 (TEST VERSION)
Posted: Sun Dec 03, 2017 3:46 pm
by NC17z
mesut wrote:hi,
great update. thx.
i believe to have found a reproducable crash:
1. add light(sky, hdri... whatever)
2. add sphere
3. add octane-material to sphere
4. render in live viewer
5. open node editor of said material
6. connect a node (i.e. rgb) to diffuse
7. delete octane-material from material manager
8. freeze/crash of c4d (the one that shows you a "thinking" circle)
EDIT:
i tried this again, but this time with a "checker"-node instead of rgb... which led to "normal" crash with bugreport and such.
here's the zip, containing everything the report produced:
http://www.mesutcapkin.com/temp/complete_report.zip
I'm curious,... Did you update Octane Standalone to 3.08?
I'm in C4D R18, not having those issues.