Last stabile version 2.06.1 - (09.09.14)

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

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the nodes have already really increased my workflow on a huge file. It's just so easy to visualize the node system. Bravo
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indexofrefraction
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i agree that nodes are fine in materials itself…
example: you use 1 texture in different slots of a material.
what i mean is that this should also be represented in a normal material dialog then somehow.
or else you loose the cinema 4d way and port your own app into c4d.
(how could i write a script to replace all textures in a material if octane uses some strange non c4d subsystem)

and in genreal: the nodes are fine for such simpler use, but when you start to connect 100 materials to 10000 objects by nodes its just a helpless mess. i never touched the standalone for complex things… its just not clear with the graph overflown by spaghetties. and in c4d this would change the whole workflow, which is not what i want. a material is assigned by material tag in the object manager, where you also set the mapping options. that is how c4d works. i certainly wouldnt like to start using nodes for such in c4d.
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indexofrefraction wrote:i agree that nodes are fine in materials itself…
example: you use 1 texture in different slots of a material.
what i mean is that this should also be represented in a normal material dialog then somehow.
or else you loose the cinema 4d way and port your own app into c4d.
(how could i write a script to replace all textures in a material if octane uses some strange non c4d subsystem)

and in genreal: the nodes are fine for such simpler use, but when you start to connect 100 materials to 10000 objects by nodes its just a helpless mess. i never touched the standalone for complex things… its just not clear with the graph overflown by spaghetties. and in c4d this would change the whole workflow, which is not what i want. a material is assigned by material tag in the object manager, where you also set the mapping options. that is how c4d works. i certainly wouldnt like to start using nodes for such in c4d.
I don't understand a couple things. The Native C4D-like material editor for Octane is still there and you can use nodes or not. You don't have to use nodes at all.

Also, I think once you get lots of materials, nodes makes it easier to keep track of those materials. They provide a great visual representation, plus just the layout of the nodes you create can help you immediately recognize which material you have active. That is very helpful when you have 2 or 3 materials that are very similar.
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inlifethrill
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@indexofrefraction

Friend, are you sure you understasnd how nodes work?

The Node View is based on SELECTED MATERIAL only, it does not show all nodes for all materials in same window. In other words - the material manager that opens when you double-click a materail and the nodes editor is THE SAME THING, just different ways to look at it. So either way - you see the set up of ONE MATERIAL AT A TIME. With nodes you get a different, more detailed, more structured view of how shader relationships (FOR THE CURRENTLY SELECTED MATERIAL) are built.

Sorry for the repetition and CAPS, i felt it was needed.

Cheers!
connartist
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Octane seems stable so far on R16, thanks! The only thing is that I can't get any of the stats to display, even with Keep Stats checked. I know you aren't even officially supporting R16 anyway, just thought I'd mention it.
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aoktar
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connartist wrote:Octane seems stable so far on R16, thanks! The only thing is that I can't get any of the stats to display, even with Keep Stats checked. I know you aren't even officially supporting R16 anyway, just thought I'd mention it.
left clicks change state modes. Settings has checkbox also for each. Use R15 version for R16
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connartist
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had a stupid question, please ignore, can't delete post.
Last edited by connartist on Sun Sep 07, 2014 6:44 pm, edited 1 time in total.
indexofrefraction
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inlifethrill wrote:@indexofrefraction

Friend, are you sure you understasnd how nodes work?

The Node View is based on SELECTED MATERIAL only, it does not show all nodes for all materials in same window. In other words - the material manager that opens when you double-click a materail and the nodes editor is THE SAME THING, just different ways to look at it. So either way - you see the set up of ONE MATERIAL AT A TIME. With nodes you get a different, more detailed, more structured view of how shader relationships (FOR THE CURRENTLY SELECTED MATERIAL) are built.

Sorry for the repetition and CAPS, i felt it was needed.

Cheers!
yeah easy… i am talking about general strategies where to go with a node editor for c4d-octane….
i checked it out a bit now and yes, it seems to be only a material system for now.

what i mean is if you use a node input for 2 materials (color for example), this connection also sticks in the normal material editor.
so if you change the color in material a, the color of material b changes, too. but there is no way to see this connection in the regular material editor,
or to create such a connection by the regular editor. in my view it would be better to create a link shader (like reference shader plugin) so everything can be done by the regular editor, too. i talk about equality workflows, and that everything should be possible to do in both ways.

(hope my intent / ideas are understandable)
Last edited by indexofrefraction on Sun Sep 07, 2014 6:39 pm, edited 2 times in total.
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connartist
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Awesome implementation, thanks!
aoktar wrote:
connartist wrote:Octane seems stable so far on R16, thanks! The only thing is that I can't get any of the stats to display, even with Keep Stats checked. I know you aren't even officially supporting R16 anyway, just thought I'd mention it.
left clicks change state modes. Settings has checkbox also for each. Use R15 version for R16
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aoktar
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indexofrefraction wrote: yeah easy… i am talking about general strategies where to go with a node editor for c4d-octane….
i checked it out a bit now and yes, it seems to be only a material system for now.

what i mean is if you use a node input for 2 materials (color for example), this connection also sticks in the normal material editor.
so if you change the color in material a, the color of material b changes, too. but there is no way to see this connection in the regular material editor,
or to create such a connection by the regular editor. in my view it would be better to create a link shader (like reference shader plugin) so everything can be done by the regular editor, too. i talk about equality workflows, and that everything should be possible to do in both ways.

(hope my intent / ideas are understandable)
have you watched the my sample video? It's working on two side immediately. Also it's not completed yet, published for people who could test it and drop some feedback.
Can't understand why do you stand off. Just don't use it if you don't like. It's done for folks and me. I wished to don't do this, but Maxon doesn't this.
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