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Re: Version 2.00.xx - test version

Posted: Thu Jun 19, 2014 10:50 pm
by MINGATU
Hey Aoktar,

Thanks for the update. Good luck!

Re: Version 2.00.xx - test version

Posted: Thu Jun 19, 2014 11:32 pm
by aoktar
tkkim wrote:I will attach c4d file.

Please play the file and compare Perspective window with Live Viewer.
this is how works on pc version. But i see weird problems on Macos. I'm checking, sorry.
[vimeo]http://www.vimeo.com/98685877[/vimeo]

Re: Version 2.00.xx - test version

Posted: Fri Jun 20, 2014 5:28 am
by tkkim
MINGATU wrote:Hey Tkkim,

I'm curious what specs u have running octane 2 on the mac. I"m trying to get it to work but it keeps crashing on launch.

OS 10.9.3
Nvidia Geforce 680 Mac Edition
Nvidia webDriver 334.01.01f01
Cinema4D r14.042 (build RC79788)

Thanks!

Hi MINGATU!

My Mac is 10.9.3.
GTX770+GTX780
C4D R15

And..... CUDA Driver version 6.0.46

I hope your success.
Good Luck!

Re: Version 2.00.xx - test version

Posted: Fri Jun 20, 2014 5:34 am
by bepeg4d
MINGATU wrote:Hey Tkkim,

I'm curious what specs u have running octane 2 on the mac. I"m trying to get it to work but it keeps crashing on launch.

OS 10.9.3
Nvidia Geforce 680 Mac Edition
Nvidia webDriver 334.01.01f01
Cinema4D r14.042 (build RC79788)

Thanks!
hi, no problem here with macpro, maverick and octane.
what happen if you start the octane standalone?
ciao beppe

Re: Version 2.00.xx - test version

Posted: Fri Jun 20, 2014 5:49 am
by tkkim
aoktar wrote:
tkkim wrote:I will attach c4d file.

Please play the file and compare Perspective window with Live Viewer.
this is how works on pc version. But i see weird problems on Macos. I'm checking, sorry.
[vimeo]http://www.vimeo.com/98685877[/vimeo]

Hi, aoktor!

Thank you. ;)

I know PC version has less error than Mac version.
I had tested my scene file on PC.
But, I checked one error on PC but also Mac.

Some cloner instance is crashed. (that has complex hierarchy)
The position of sub object of cloner instance change. (symmetric reverse)

Re: Version 2.00.xx - test version

Posted: Fri Jun 20, 2014 9:31 am
by ron908
I'm curious, with Hair now supported, is there a way to render splines directly as hair, _without_ going through the Hair object first? The reason being that the Hair object causes a lot of overhead in Cinema, and I'm trying to import fully simulated hair as splines from another app.

Re: Version 2.00.xx - test version

Posted: Fri Jun 20, 2014 9:37 am
by ron908
Ok, adding the Hair Render tag to a spline causes Octane (and Cinema) to crash immediately at render time.

- paint a spline
- add Hair Tags > Render
- set Octane as renderer and move Hair above Octane
- render
> Crash

Re: Version 2.00.xx - test version

Posted: Fri Jun 20, 2014 10:12 am
by aoktar
ron908 wrote:I'm curious, with Hair now supported, is there a way to render splines directly as hair, _without_ going through the Hair object first? The reason being that the Hair object causes a lot of overhead in Cinema, and I'm trying to import fully simulated hair as splines from another app.
this is possible with some revisions. I'm suspicious about this is how usefull. Hair guides and splines are very similar technically.

Re: Version 2.00.xx - test version

Posted: Fri Jun 20, 2014 11:21 am
by ten
aoktar wrote:
ron908 wrote:I'm curious, with Hair now supported, is there a way to render splines directly as hair, _without_ going through the Hair object first? The reason being that the Hair object causes a lot of overhead in Cinema, and I'm trying to import fully simulated hair as splines from another app.
this is possible with some revisions. I'm suspicious about this is how usefull. Hair guides and splines are very similar technically.
Very useful for xparticles trail object which can use hair shader to render.

Re: Version 2.00.xx - test version

Posted: Fri Jun 20, 2014 11:33 am
by steffenk
aoktar wrote: this is possible with some revisions. I'm suspicious about this is how usefull. Hair guides and splines are very similar technically.
This is very useful and a crucial part of my workflow for certain type of animations.
It is one of those small things that is GREAT about c4d's hair. I would really really encourage to get this implemented.