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Re: Cinema 4D version 2019.1.4 (Stable) 12.11.2019

Posted: Fri Nov 22, 2019 4:38 pm
by aoktar
artdude12 wrote:
It's not unstable if you don't use Game Ready drivers.
Keep in mind that not cards are supported by the Studio Drivers.
My Titan X Maxwell cards can only utilize the Game Ready Drivers.
Driver problems are not up to Otoy, author is Nvidia. Also it's not a part which depends to plugin devs. I'm giving the info from our experience. Old card owners should stay with older stable drivers

Re: Cinema 4D version 2019.1.4 (Stable) 12.11.2019

Posted: Fri Nov 22, 2019 5:27 pm
by divasoft
aoktar wrote:
artdude12 wrote:
It's not unstable if you don't use Game Ready drivers.
Keep in mind that not cards are supported by the Studio Drivers.
My Titan X Maxwell cards can only utilize the Game Ready Drivers.
Driver problems are not up to Otoy, author is Nvidia. Also it's not a part which depends to plugin devs. I'm giving the info from our experience. Old card owners should stay with older stable drivers
The current octane version looks much more stable than earlier. last projects, I almost did not get any crash. Thanks for good work Ahmet)

Re: Cinema 4D version 2019.1.4 (Stable) 12.11.2019

Posted: Thu Nov 28, 2019 3:09 pm
by Singular1974
Is there a plugin version of 2020 for people with a studio subscription?

Re: Cinema 4D version 2019.1.4 (Stable) 12.11.2019

Posted: Thu Nov 28, 2019 3:36 pm
by aoktar
Singular1974 wrote:Is there a plugin version of 2020 for people with a studio subscription?
Not yet!

Re: Cinema 4D version 2019.1.4 (Stable) 12.11.2019

Posted: Fri Nov 29, 2019 10:32 am
by rifat
Nvlink is not working in this built or is there something wrong on my side?

Re: Cinema 4D version 2019.1.4 (Stable) 12.11.2019

Posted: Sat Nov 30, 2019 7:01 am
by bepeg4d
Currently NvLink support works with Quadro RTX, but has issues with GeForce RTX.
The core team is working on a fix for 2019.1.5 SDK.
ciao Beppe

Re: Cinema 4D version 2019.1.4 (Stable) 12.11.2019

Posted: Sat Nov 30, 2019 4:35 pm
by pxlntwrk
Hi Aoktar,

I must say that this version 2019.4 is really very pleasant to use.
two weeks on a extra huge archviz file, no hang no crash, Chapeau bas Monsieur !

The Node Editor is really smooth on R21 and becomes again more and more smart to use with all your add-ons .

From my pov, only missing one floating "search bar" to call nodes on the go, and a way to group several nodes, you had talked about it some time ago it seems to me?

Congratulations and thank you ;)

Re: Cinema 4D version 2019.1.4 (Stable) 12.11.2019

Posted: Sat Nov 30, 2019 4:43 pm
by aoktar
pxlntwrk wrote:Hi Aoktar,

I must say that this version 2019.4 is really very pleasant to use.
two weeks on a extra huge archviz file, no hang no crash, Chapeau bas Monsieur !

The Node Editor is really smooth on R21 and becomes again more and more smart to use with all your add-ons .

From my pov, only missing one floating "search bar" to call nodes on the go, and a way to group several nodes, you had talked about it some time ago it seems to me?

Congratulations and thank you ;)
Floating search bar is not possible or not easy to do for my opinion. It doesn't mean I ignore that but having different things with higher priority.
Grouping of nodes that's in my list but not easy to implement. I tried to do in past without luck! Maybe in future!

Thanks for appreciations!

Re: Cinema 4D version 2019.1.4 (Stable) 12.11.2019

Posted: Mon Dec 02, 2019 4:16 pm
by lukas8410
I may have experienced a bug.

So I am trying to use "Layered material" and when I am trying a "metallic layer" with RGB IOR, and try to enter some numbers C4d doesn't allow me to enter any numbers below 1.0. I was able to do that, and in fact still am in other material types (haven't tested them all) but not here. I've been trying to enter and even copy the number in various ways with no success. I am sorry if this bug was described earlier, but I do not have time right now to venture trough the forum.

Cheers,
Luke

Re: Cinema 4D version 2019.1.4 (Stable) 12.11.2019

Posted: Mon Dec 02, 2019 7:37 pm
by jessestormer
I believe that currently -- while the 'enable network rendering' checkmark is ticked off in render settings, daemons are being picked up anyway during a render. As if 'network render' is constantly switched on and possibly with 'use steal' and 'bind all' as well. -- I currently need to keep computers' daemons closed during renders or else they all try to pick one-another up as slaves and crash.