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dinf
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dinf wrote:The linked example file called houdini-explosion.zip contains a C4D file without a VDB volume object.
Instead, there is the standard volume object with a noise loaded.
Hey Ahmet, the file seems to be still the old one, with "Generator" instead "VDB Loader". Don't know if you want to show something with this file like special mediums or so. If it is about linking the vdb's I can do that on my on. Others maybe not, don't know.

But I found an issue I had before: "shifted" sliders. Don't know how to explain, specific values are not at the positions I would expect them. I don't think this is the way it should be?

Some pics.
First one is Texture emission like yo can read above, max Power is 1.000.000, slider is on half, I expect 500.000, not 250.000 wich is shown.
Second shows sampling rate, very similar. Max Power is 10.000.000, slider is on 75% but value is 1/2, 5.000.000.
Below in same pic there are 4 values of RotX and RotY of an Environment Image. Vlaues goes here from -1 to 1. All of them slider positions are from middle to right, you can see wich value is on wich position. It is not linear, seems to have some exponential effect!

Image

This pic is about color dials and sliders. In this case values and percentages aren't the same. 50% is about 0.214.. and 0.5 is about 73.53%. I don't know what to belive. PCs and Win see below.
The values are all from the file houdini-vdb-explosion1.c4d in the archiv in the 1. site. I simply put in the RotX/Y values for screenshot purposes.

Image
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aoktar
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dinf wrote: But I found an issue I had before: "shifted" sliders. Don't know how to explain, specific values are not at the positions I would expect them. I don't think this is the way it should be?
Dont't use "Cinema4D" in this setting.
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dinf
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aoktar wrote:
dinf wrote: But I found an issue I had before: "shifted" sliders. Don't know how to explain, specific values are not at the positions I would expect them. I don't think this is the way it should be?
Dont't use "Cinema4D" in this setting.
For RotX/Y it is working, for Color Sliders not. Pos. 0.214041 is still 50% grey.
I could switch to C4D native, in this case I have C4D style only, but I don't know wich one is the real value - 0.214041 or 50%?
Nevertheles I use both, color wheel and sliders.
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aoktar
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dinf wrote:
aoktar wrote:
dinf wrote: But I found an issue I had before: "shifted" sliders. Don't know how to explain, specific values are not at the positions I would expect them. I don't think this is the way it should be?
Dont't use "Cinema4D" in this setting.
For RotX/Y it is working, for Color Sliders not. Pos. 0.214041 is still 50% grey.
I could switch to C4D native, in this case I have C4D style only, but I don't know wich one is the real value - 0.214041 or 50%?
Nevertheles I use both, color wheel and sliders.
believe your eyes. Octane values are linear. Plugin makes value conversation for srgb to linear. color in octane swatch it corrected for your view. This is same since two years
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dinf
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aoktar wrote:believe your eyes. Octane values are linear. Plugin makes value conversation for srgb to linear. color in octane swatch it corrected for your view. This is same since two years
Yes,I remember that I already asked for it, time ago ;)
OK I'll get close now, thanks for help!
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Allan_onderick
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aoktar wrote:
momade wrote:Hey aoktar.

Not that image sequences in C4D are easy by nature. but I really can not make this work in V3. not in an octane material and also not in an c4d material. can you make this work?
Don't know what you do but it's easy too in octane. Just point sequences and set start/end. We just use own sequence detection in plugin.
SO to confirm: Image sequence are not working correctly?
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momade
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Allan_onderick wrote:
aoktar wrote:
momade wrote:Hey aoktar.

Not that image sequences in C4D are easy by nature. but I really can not make this work in V3. not in an octane material and also not in an c4d material. can you make this work?
Don't know what you do but it's easy too in octane. Just point sequences and set start/end. We just use own sequence detection in plugin.
SO to confirm: Image sequence are not working correctly?

I guess they work only if the play from frame 0 to end frame of the sequence.
they dont work if you use range play mode for later playback in timeline.
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aoktar
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momade wrote: I guess they work only if the play from frame 0 to end frame of the sequence.
they dont work if you use range play mode for later playback in timeline.
Well, that seems about disabled code line here. Perhaps i forgot that to activate after doing some tests. Sorry, i'll fix it but i did some big changes due material stacking. I'm not yet sure about stability of new revisions.
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Tag12345
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Hi all,

I was wondering when we can maybe expect another update for v3?

I just got octane, and I really like it, though I feel that it still needs a few more things before I can totally switch to it.

Things such as having different light types is probably one of the biggest things (spot light, and maybe similar to an omni light would help), along with having better control over volumetric lighting and such.

Ive used Arnold before using Octane, and I think that the system they have with how they approached volumetric lighting is nice, where you have a main texture to globally control all volumetric lighting in the scene and have settings on each light to control individual volumetrics. (which can sorta alleviate the fog sky mess (which i think is sort of confusing)

Now Im really new to Octane, but Ive been through a lot of Render Engines to see that Octane, Thea, and Arnold right now are really great, but they all seem to lack many small things (at least for me) for large production animations.

The other thing that sort of bothers me is the fact that its complicated to just simply have a Sky as a background and also have a sky just for fog. From my tests, I couldnt do both, only one or the other.

Lastly, I think that there should be a better conversion for C4D mats.
I understand that octane & c4d materials are very unsimilar, but I make the argument that most of these other render engines have done them a bit better as far as conversions and intergration.

I also noticed that when you do have a sky with fog on, you get very weird results when zooming towards a light, the light/fog is amplified by an insane amount.

Again, this is just me as a new user trying to figure out Octane and also hoping for new improvements. Its mainly with Lights and some material stuff, but Octane as a whole is amazing and I cant wait to see whats in store. Though I am definitely hoping for better changes when it comes to volumetrics/fog, as it just looks messy at the moment as far as everything you have to do to get it to behave just right.

Thanks for any answers and future responses I get to this. Please understand I am not an advanced Octane user, this is just from minimal testing and what ive seen as a new user. I know there are little fixes for certain things, but I just wish for easier use of some of these concepts, as ive seen in other renderers. :D

feel free to share thoughts and such, ill keep tabs on here when I can.
valters
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Is that ok if during working LV, in Octane Tag i switch to use 3rd party shaders and choosing Tempreture instead of Density for Abs/sct. channel, Octane goes to Render Failure (Cuda error 719) and addicionaly this failure takes down all used GPUs in LV (downgrade clocks to minimal) so i need to restart computer to "refresh" GPUs.
I found this on every TFD Sample scenes provided.
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