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Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Fri May 16, 2014 3:52 pm
by Subroutine49690
Hi ahmed,

seems that we have plugin-conflict again with carbon scatter and turbulenceFD.
C4D-crash when tfd and octane together in pluginfolder.
CarbonScatter2 cannot find its dlls when together with octane in pluginfolder.
but Octane it selfe works super !! ;))

the wired thing is that CS2, turbulenceFD and octane have been working supernice together or next to each other. All in the pluginfolder and cinema runns perfectly.
Than I updated HDR-Lightstudio to livelight-plugin...since that tFD and octane had a problem together and I had to move one of the plugins out of the folder.
Yesterday I updated CS2 to CS2014 and there was the problem again. I reinstalled the last working configuration, but still...as long as octane is in the pluginfolder CS2 or CS2014 cannot start anymore.
Move octane out of the folder...it works fine.

Can you please check this.
If you have CarbonScatter2 or turbulenceFD available...

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Fri May 16, 2014 6:19 pm
by Subroutine49690
Hi again,

I can't believe. I deleted all plugins and kopied them back one after the other...and now its working.
It seems to matter in witch chronologie user adds his plugins to cinema...this is wired.

So I'm happy again...

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Fri May 16, 2014 8:00 pm
by aoktar
Subroutine49690 wrote:Hi again,

I can't believe. I deleted all plugins and kopied them back one after the other...and now its working.
It seems to matter in witch chronologie user adds his plugins to cinema...this is wired.

So I'm happy again...
i suppose some conflict on dll's

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Mon May 19, 2014 5:32 pm
by plyject
hello aoktar,


first of all, thanks for the great work you did with the octane plugin,
it really rocks!


I recognised that the visibility of lights works fine with roughness 0 at reflecting materials (glossy). if the roughness is turned on the light ist visible in the reflections again, or did I miss something/a thread?

best,

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Tue May 20, 2014 10:17 am
by aoktar
plyject wrote:hello aoktar,


first of all, thanks for the great work you did with the octane plugin,
it really rocks!


I recognised that the visibility of lights works fine with roughness 0 at reflecting materials (glossy). if the roughness is turned on the light ist visible in the reflections again, or did I miss something/a thread?

best,
Hi plyject,
welcome here. Thanks for comments. About visibility, can you stumble about illumination and reflection of lights? this is not logical.
You shouldn't see reflection of lights if you set that as invisible.

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Wed May 21, 2014 3:47 pm
by plyject
aoktar wrote:
Hi plyject,
welcome here. Thanks for comments. About visibility, can you stumble about illumination and reflection of lights? this is not logical.
You shouldn't see reflection of lights if you set that as invisible.

Hey, I´ll show you by picture to make clear what I mean,
the last link shows the reflection where it should´t, first two are good.

https://www.dropbox.com/s/o4kfu6g3hh9b7or/01.JPG
https://www.dropbox.com/s/mqxradfhx0apc4e/02.JPG
https://www.dropbox.com/s/xdwwgzxi0sq3vnv/03.JPG

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Thu May 22, 2014 5:16 am
by JessicaVines
I am having some serious issues with Multipass rendering in Octane. I am simply trying to render a material colour (ID pass) along with the standard frame. I am using open exr, disabled multilayer file because i want separate files.

It renders the first frame ok, then subsequent frames only write the material colour to both channels…

In other words Multipass is broken. Can anyone confirm?

EDIT: just saw thread of same description. Apologies.

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Thu May 22, 2014 1:25 pm
by aoktar
JessicaVines wrote:I am having some serious issues with Multipass rendering in Octane. I am simply trying to render a material colour (ID pass) along with the standard frame. I am using open exr, disabled multilayer file because i want separate files.

It renders the first frame ok, then subsequent frames only write the material colour to both channels…

In other words Multipass is broken. Can anyone confirm?

EDIT: just saw thread of same description. Apologies.
could you try this for multipass rendering?
http://render.otoy.com/customerdownload ... -test1.zip

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Thu May 22, 2014 4:00 pm
by aoktar
plyject wrote:
aoktar wrote: Hey, I´ll show you by picture to make clear what I mean,
the last link shows the reflection where it should´t, first two are good.

https://www.dropbox.com/s/o4kfu6g3hh9b7or/01.JPG
https://www.dropbox.com/s/mqxradfhx0apc4e/02.JPG
https://www.dropbox.com/s/xdwwgzxi0sq3vnv/03.JPG
it looks like a Octane Render problem, not plugin. I'll point it.

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Tue May 27, 2014 12:12 am
by kirbyzz
Hi Aktar,

need MB for a Butterflyanim . Wing Slap anim should be smooth ...
I tried different Solutions ..

1.
...oct-image camera tag .. you find a checkbox with Motionblur and a shuttervalue slider below ..
nothing hapend - this would be cool .. why happens there nothing? i think you are working in taht and is not implemented in my version yet.
or do you have a version i can use - please send me - please..

2.
..then i rendered c4d-pass vector-motion-data pass and used in - AfterEffects with my plugin RSMB pro
- put the rendered vector-motion pass in AE in the slot for blurry-src in RMB.. ths worked but didn´t look that way correct i wanted..was sometimes wired in the result.. so i thought about a different solution..because i need it really realistic because of mixing later with org video mat which will be send by my customer..

3.
ok - next try > you implementet old cinema function motionblur - i´ve rendered 16 subframes for each frame for that - that worked but i cannot make a adjustemnt of the blur-strenghth of this effect. Normaly in c4d you add a motionblur tag whre you can define 100% to 0% to get the strength you want to have.
But octane ignoes the motionblur-tags Value ..but makes 100% of Blur....

It´s always full 100% motionblur, but its now relaistic and needs much more rendertime.. now i have to render 16subframe to get calculated smooth motionlur - you know ... how can i tell octane to render that effect with e.a. 35% Motionblulr strengeth? and not always 100%??

4.
My actual solution - i render the whole sequence fist time with c4d own motion sublur 16x + one object cahnnel to get my butterfly free in AE
Then i render the whole animation second again without Blur to get a sharp pass

In the End i mix the free Scene Motionblur pass and the sharp Version ontop in Ae and make the strength adjustment over opacity in Ae.
I reduce the opacity of the blur pass to a good looking solution and took the sharp pass efore ontop and make it over opacity a little bit transparent that the blur pass is looking a bit through > that´s actuell the best solution.

>>> but i have to render to sequences and the one aeq with c4d own blur reder x16 needs for each frame 3,5 min. Problem is not the rendertime but the meshecporttime to octane ... it needs really long.

Questions - is there a solution not to render 16x subframes for each frame with c4d blur? How works the native octane blur function?
That would save me much time, because i have to make much much anim with that butterfly.. i hope i could tell you everything that way you understeand my testings workflow and my current problem and have a faster solution for me :)

thanx
fabian