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Re: Testing Beta 0.9x (SDK 1.20)

Posted: Mon Oct 28, 2013 8:07 am
by datee
aoktar wrote:datee, do you use R15 version of plugin? absolutely there is lot of different things. r15 version is new and not tested too much. but most people can run I think. I think you have a problem that's related with setup and not catched before.
Yes indeed i am running the r15 version. I've tried to uninstall and reinstall many times... So at this point i dont know what to do.. I need Octane to work..but i am running out of ideas :)

Re: Testing Beta 0.9x (SDK 1.20)

Posted: Mon Oct 28, 2013 12:26 pm
by Silverwing
Just a quick note:

I am runing C4D R15 on Win7 64 Bit Pro with one GTX TITAN and everything is working fine!
Octane seems to be very stable!

One thing though with the live update:
When I put the Octane Geo Update Tag on a Null with different Objects inside and move it everything works fine.
Unless I have Instances within this null. They tend not to move with the null (do not change their Position)!

While octane was running with live update I then changed the state of the clone from "render instance" to normal instance (ticked off render instance)
this made Octane crash.

The only crash I encountered so far.
I haven´t checked if it´s reproducible.

Otherwise it works great so far!

Cheers,
Raphael Rau

Re: Testing Beta 0.9x (SDK 1.20)

Posted: Mon Oct 28, 2013 3:34 pm
by Rudi
Hi Aoktar

Is it possible that you release more power for "Bump"?
Till present the effect is very subtle. More Punsh would be only good for the effect.
The same counts to "Normal". Also there the effect should be still feasible much stronger.
Under C4D one has with both no limitation, unfortunately, with the octane Render.

Re: Testing Beta 0.9x (SDK 1.20)

Posted: Mon Oct 28, 2013 5:32 pm
by SVITAdmin
Specs in sig. This version running smoothly on all 4 machines. We even have a 2k 1130 frame scene at 60fps rendering just fine. Great job!

Re: Testing Beta 0.9x (SDK 1.20)

Posted: Mon Oct 28, 2013 6:42 pm
by aoktar
@Silverwing: Nice to hear that's working smooth with R15. And you're right about instances. I found a workaround for this. I'll try to improve detection of updated geometries for next version. If you set as in picture will work now. I'll do some tests for crash.
inst.jpg
@SVITAdmin: That's cool. Sound is great, i hope to see some commercials which is done with Octane.

@Rudi: it's not possible. This is Renderer limits. You can try more blurred images for better bumps.

Crash during animation

Posted: Mon Oct 28, 2013 10:53 pm
by atilak
I hope this help you to help us.

Re: Crash during animation

Posted: Mon Oct 28, 2013 11:58 pm
by aoktar
atilak wrote:I hope this help you to help us.
this shows vram problem. Can you check texture counts from livewer? Also what is the size of biggest textures? try with smaller textures. Also change to sw opengl for testing

Re: Testing Beta 0.9x (SDK 1.20)

Posted: Tue Oct 29, 2013 2:49 am
by ASyme1
Hi Aoktar-
I've been messing around with the "other" tab under settings. I'm not fully grasping exactly what these settings do. Can you explain them? "Preview Samples" - is this for materials? Um, I'd love a clear explanation.

Thanks!!

Alec

Re: Testing Beta 0.9x (SDK 1.20)

Posted: Tue Oct 29, 2013 7:39 am
by nehale
How do i actually use the Motion blur?

Re: Testing Beta 0.9x (SDK 1.20)

Posted: Tue Oct 29, 2013 11:52 am
by indexofrefraction
some things about 0.96 r14 macos :

a bug: i opened the presets window, but can't close it again. actually i can't click on anything and need to kill cinema. :(

the render stats overlay… is nice and fancy. but in my view it could be much simpler. could be just normal c4d output in a dockable window like the render bar, nicely formatted with printf .) or it could be a tab in the setting window. most important it could be removed from the pictureviewer (just use the same output as live viewer) so that u can save a picture which is still rendering without the overlay.