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Re: Version 3.00 - Alpha10.1 (30.04.2016) - Preview version
Posted: Mon May 02, 2016 6:23 pm
by valters
aoktar wrote:
Thanks for your detailed report! Some of them can be very hard to fix because of to implement this NE from scratch and lack of support in C4D for linked materials. I'm checking for problems on NE sometimes. I'm not really sure some of them are like that you said. Noted.
About devices order, i have answered several times. It cannot be fixable. Because of device order in nvapi and cuda api are not matching. Nothing to do by me.
Then for complex materials it is better to use standalone version of octane...save to local DB and use C4D Node editor as helper and for quick setups? Is that workflow better? Asking because i never normally used standalone lol

Re: Version 3.00 - Alpha10.1 (30.04.2016) - Preview version
Posted: Mon May 02, 2016 6:57 pm
by aoktar
valters wrote:
Then for complex materials it is better to use standalone version of octane...save to local DB and use C4D Node editor as helper and for quick setups? Is that workflow better? Asking because i never normally used standalone lol

I can't see any total advantage! of using Standalone just for this. I mean I can't see some issues as you said and need for some of your topics. I'll add if there's something required or possible. And i'm just trying to explain that there's big amount of work behind of this editor.
Re: Version 3.00 - Alpha10.1 (30.04.2016) - Preview version
Posted: Tue May 03, 2016 12:58 am
by Raoul
Octane 6.3 OSX

- Octane 6.3 OSX
59 seconds
Octane 10.1 OSX

- Octane 10.1 OSX
26 seconds.
You just halved my scene prep time! A huge thanks

Re: Version 3.00 - Alpha10.1 (30.04.2016) - Preview version
Posted: Tue May 03, 2016 2:40 am
by valters
aoktar wrote:valters wrote:
Then for complex materials it is better to use standalone version of octane...save to local DB and use C4D Node editor as helper and for quick setups? Is that workflow better? Asking because i never normally used standalone lol

I can't see any total advantage! of using Standalone just for this. I mean I can't see some issues as you said and need for some of your topics. I'll add if there's something required or possible. And i'm just trying to explain that there's big amount of work behind of this editor.
Got it.
Just did a test with Standalone. Material created in standalone version exports to licalDB and imports as it is..perfectly. When I import it to Cinema4D its an unsorted mess of bunch of unlinked nodes. So it's not a problem of Node Editor but standartization of Materials between Main Software (standalone) and plugin? Anyway now I understand why alot of materials from LiveDB wasn't worked for me in Cinema4D as they perfectly all works in Standalone.
Don't know what to say...maybe you can do a "Locked Materials" function to restrict material for editing with Cinema4D but user can access (to see the option) to node if in there was word "tool:" before the name (tool:RGB color)
Or maybe it's stupid and stupid for me to give such an ideas

lol
Anyway Thank you very much. It's good to know the limits and bugs to keep it in mind while working.
Re: Version 3.00 - Alpha10.1 (30.04.2016) - Preview version
Posted: Tue May 03, 2016 5:14 am
by dotcommer
Hey Ahmet, I haven't been around here in a little while, but I saw a v3 preview version and got excited! I know v3 will support AMD cards, does this preview version support AMD cards? Thanks!
Re: Version 3.00 - Alpha10.1 (30.04.2016) - Preview version
Posted: Tue May 03, 2016 8:17 am
by bepeg4d
Hi dotcommer,
no, the AMD support will arrive later on, here is a discussion about the new road map:
viewtopic.php?f=9&t=53421
and the link to the slideshow:
http://www.slideshare.net/otoyinc/otoy- ... ril-5-2016
ciao beppe
Re: Version 3.00 - Alpha6.2 (07.04.2016) - Preview version
Posted: Tue May 03, 2016 11:00 am
by joecurrie
abstrax wrote:joecurrie wrote:
Hi guys,
Just tried with the new alpha 10. Getting the same thing, attached log, I added rdStart to the octane_log_flags.txt.
I've tried looking into what "device 0: can't bind to render thread (0x0) in scope of other thread (0x7fd49e5f0d30)" means if its a CUDA error or something but can't find anything.
It's fine for rendering 1 job at a time because all I need to do is load the scene into live viewer first, but queuing fails to start a second job because the scene isn't loaded into LV. Anything else I can try?
Cheers,
Joe
Thanks for trying. Unfortunately there is no additional logging (there should be). I assume that you have multiple
octane_log_flags.txt
files flying around and you modified the wrong one or you made the change
after you started C4D. The log flags file should be searched on OSX next to the
liboctane.so
file and will be loaded once during startup.
Ah yes sorry you're right i forgot to move it back into the new plugin folder. Attached below logs with the new log flag. The first one is opening the scene and rendering straight to picture viewer, second one is rendering to the LV which now for some reason doesn't work when I set rendering to picture viewer at all.
Let me know if you need anymore info.
Thanks!
Re: Version 3.00 - Alpha10.1 (30.04.2016) - Preview version
Posted: Wed May 04, 2016 3:00 am
by Raoul
Apologies if I'm doing something daft here..
But i can't seem to get a material to have both Luminance (emission/blackbody) and also a displacement.
That seems to be the case with both a single diffuse material or using a mix material.
Is that just me.. or same for everyone? If so, any chance it'll be addressed?
Really enjoying Alpha 10 otherwise though!
Cheers
R
Re: Version 3.00 - Alpha6.2 (07.04.2016) - Preview version
Posted: Wed May 04, 2016 4:58 am
by abstrax
joecurrie wrote:
Ah yes sorry you're right i forgot to move it back into the new plugin folder. Attached below logs with the new log flag. The first one is opening the scene and rendering straight to picture viewer, second one is rendering to the LV which now for some reason doesn't work when I set rendering to picture viewer at all.
Let me know if you need anymore info.
Thanks!
Cool. Thanks to your logs I think I found and fixed the issue

Re: Version 3.00 - Alpha6.2 (07.04.2016) - Preview version
Posted: Wed May 04, 2016 9:28 am
by joecurrie
abstrax wrote:joecurrie wrote:
Ah yes sorry you're right i forgot to move it back into the new plugin folder. Attached below logs with the new log flag. The first one is opening the scene and rendering straight to picture viewer, second one is rendering to the LV which now for some reason doesn't work when I set rendering to picture viewer at all.
Let me know if you need anymore info.
Thanks!
Cool. Thanks to your logs I think I found and fixed the issue

That would be amazing if you've found a fix! Curious why nobody else seems to have this issue, is it to do with my GPUs? Let me know if you'd like me to test.