Page 27 of 55

Re: Version 2.01 - (MAC/WINDOWS) test version

Posted: Wed Jun 25, 2014 9:27 am
by atome451
Thanks a lot Aoktar for your hard work :)

Re: Version 2.01 - (MAC/WINDOWS) test version

Posted: Wed Jun 25, 2014 10:23 am
by indexofrefraction
bought today :) and testing….
thanks for your work aoktar… a lot of new things to work with !!!

somehow the hair examples dont seem to work…
i just see a few hairs in all files, probably just the guides :/ ?
ah ok, get it … they work only in the final render (picture viewer)

Re: Version 2.01 - (MAC/WINDOWS) test version

Posted: Wed Jun 25, 2014 11:24 am
by SVITAdmin
Weirdpictures wrote:Ok, so it is working now, but the cuda upgrade made no difference, but turning open GL previews off in the cinema 4d Preferences made everything behave normal again. SVIT, can you confirm that you are using Open GL previews with cinema in the viewport? We can't get this to work when the octane Render window is opened.

But without the open GL preferences enabled for cinema viewport everything works as expected. Also, just FYI we noticed that Octane render view only updates any dynamics simulation if you apply the octane object tag to the simulation object, otherwise it only displays still frames when you hit the refresh button.

But this might be of course intended. Everything else is working great. MBlur is awesome :-)

Thanks again.
I will check to see if OpenGL checked on changes anything when i get into work in a bit. I'll test it on both Mac and PC to see if there is a discrepancy there,

Re: Version 2.01 - (MAC/WINDOWS) test version

Posted: Wed Jun 25, 2014 11:56 am
by Ron
Hi Ahmet,

is the new 2.0x plugin compatible with something other than the hair object e.g. fur or feather? I tried using a fur object but it crashed.

Since switching to standalone 2.01 I got the impression that C4D is less stable and crashes with Render Failure in scenes that were OK before.

BUT: displacement and hair work great! Its so cool to have low poly objects that come out looking very complex after rendering and to use hair for making grass is now pure fun!

Thank you again for all your effort!

Regards - Ron

Re: Version 2.01 - (MAC/WINDOWS) test version

Posted: Wed Jun 25, 2014 12:05 pm
by aoktar
Ron wrote:Hi Ahmet,

is the new 2.0x plugin compatible with something other than the hair object e.g. fur or feather? I tried using a fur object but it crashed.

Since switching to standalone 2.01 I got the impression that C4D is less stable and crashes with Render Failure in scenes that were OK before.

BUT: displacement and hair work great! Its so cool to have low poly objects that come out looking very complex after rendering and to use hair for making grass is now pure fun!

Thank you again for all your effort!

Regards - Ron
Hey Ron,
fur is not tested. So it's not compatible. I did some last minute revisions, but i don't suppose it's less stabile. Anyway, please contribute with bugreport.zip/little info.

Re: Version 2.01 - (MAC/WINDOWS) test version

Posted: Wed Jun 25, 2014 1:45 pm
by SVITAdmin
SVITAdmin wrote:
Weirdpictures wrote:Ok, so it is working now, but the cuda upgrade made no difference, but turning open GL previews off in the cinema 4d Preferences made everything behave normal again. SVIT, can you confirm that you are using Open GL previews with cinema in the viewport? We can't get this to work when the octane Render window is opened.

But without the open GL preferences enabled for cinema viewport everything works as expected. Also, just FYI we noticed that Octane render view only updates any dynamics simulation if you apply the octane object tag to the simulation object, otherwise it only displays still frames when you hit the refresh button.

But this might be of course intended. Everything else is working great. MBlur is awesome :-)

Thanks again.
I will check to see if OpenGL checked on changes anything when i get into work in a bit. I'll test it on both Mac and PC to see if there is a discrepancy there,

OK. I saw no difference in the way the C4D viewport reacts with or without Open GL activated in Preferences

Re: Version 2.01 - (MAC/WINDOWS) test version

Posted: Wed Jun 25, 2014 1:49 pm
by aoktar
ok second option is that affects the workflow performance, it's "syncronization on geo. updates" in Settings->other.
This allows to you work without waiting draw pass of Cinema 4D.

Re: Version 2.01 - (MAC/WINDOWS) test version

Posted: Wed Jun 25, 2014 2:48 pm
by tkkim
Thank you aoktar !
New Mac version is very good.

Re: Version 2.01 - (MAC/WINDOWS) test version

Posted: Wed Jun 25, 2014 3:03 pm
by Ron
aoktar wrote:
Hey Ron,
fur is not tested. So it's not compatible. I did some last minute revisions, but i don't suppose it's less stabile. Anyway, please contribute with bugreport.zip/little info.
Hi Ahmet,

I did some tests with new beta 2.0.24, SDK 2.01:

C4D crashes with an OpenGL issue when opening a simple scene that I created in 2.0.22, SDK 2.0. Error is this:
OpenGL-Error_OctaneC4D_2.0.24.jpg
It was the same with 2.022, SDK 2.01 so I switched back to 2.022, SDK 2.0.

Will generate error log if needed or helpful.

Ciao - Ron

EDIT:
I realized that the crashing unfortunately is related to viewport settings. Switching to top view that uses Gouraud-Shading causes the crash. After changing top view to lines all is fine. Will test this with 2.024 SDK 2.01 too.

Re: Version 2.01 - (MAC/WINDOWS) test version

Posted: Wed Jun 25, 2014 3:15 pm
by aoktar
tkkim wrote:Thank you aoktar !
New Mac version is very good.
Thanks.

Hi Ron,
what's your driver version? It looks like a opengl problem.