Cinema4D version 2023.1.2-[R7] (Obsolete stable) 27.03.2024

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Tim0042
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Sorry, quick addendum to my post from yesterday - I've now rendered a more complex sequence where deactivating motion blur still didn't remove the triangle from the picture viewer results. So this is the behavior I observed in the file I uploaded, but it doesn't seem to be consistent.
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aoktar
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Tim0042 wrote:Sorry, quick addendum to my post from yesterday - I've now rendered a more complex sequence where deactivating motion blur still didn't remove the triangle from the picture viewer results. So this is the behavior I observed in the file I uploaded, but it doesn't seem to be consistent.
I'll answer you after weekend
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SSmolak
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Highly serious Octane issue - it cause UV Editor window to crash, freeze NVidia GPU driver while manipulating polygons inside UV Editor ( selecting, rotating, moving ). I'm 100% sure because only removing Octane from plugins folder resolving this issue. It freeze driver even if Octane LV is not started. I tried reinstalling driver using DDU.

After removing oct.dat file it looks that it works fine - I played 20min without freeze. So there must be option in Octane settings that caused this.
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aoktar
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Tim0042 wrote:I may have stumbled upon the last remnant of an old hair object bug - when I activate motion blur, a triangle appears at world 0/0/0.

This only applies to the picture viewer (LV looks fine) and only when motion blur is active.

I seem to remember this sometimes happening with hair a while ago, however, it could always be fixed by just moving the hair object out of view. Here, the triangle seems to be stuck at triple zero, no matter where the hair object is moved.

Could you look into this? : ) As a fallback, I could move the entire scene away from the scene center, but if there is a cleaner fix then that would of course be ideal.

I've attached a screenshot and a (very stripped down) c4d file. Both the plugin and c4d are up to date.
There are a dummy mesh which is names "__hair_dummy_ignore__" in picture viewer mode. It's the problem. I'll try to fix it without broken anything.
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SSmolak
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I noticed two issues with PBR textures loading system :

1. If PBR textures is set to autodetect or connect it loads only textures with names that are stored in PBR tags - it totally ignore ( not load ) not known ones
2. If PBR textures is set to none it loads all textures but they are stuck all together in the same place

It would be great to have button for switching PBR to none/connect in Node Editor just after Render AOVs button.

Please see what I mean in video.
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oct_images.zip
(304.81 KiB) Downloaded 50 times
Last edited by SSmolak on Fri Feb 16, 2024 1:03 am, edited 1 time in total.
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SSmolak
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Disable/enable node group doesn't work.

Stacked materials completely doesn't update in LiveViewer

Reset button in Texture Projection doesn't work.

Transform - Link issue. It doesn't work with objects other than null but even using null it coordinates are wrong.

Generally it works fine but there is issue with T.Y input which works as T.Z input. It works different than in Projection node where T.Y move up - in Transform node T.Y move on Z axis. This is why it doesn't work well using Link. Please see transform_link_2.zip scene

T.Y and T.Z are inverted in Transform node compared to Projection node. Please fix.
Attachments
Transform_TY_TZ_INVERTED.zip
(1.03 MiB) Downloaded 89 times
transform_link_2.zip
(98.41 KiB) Downloaded 38 times
baking_disp.zip
(69.38 KiB) Downloaded 46 times
transform_link.zip
(2.33 MiB) Downloaded 79 times
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aoktar
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SSmolak wrote:
Transform - Link issue. It doesn't work with objects other than null but even using null it coordinates are wrong.

Generally it works fine but there is issue with T.Y input which works as T.Z input. It works different than in Projection node where T.Y move up - in Transform node T.Y move on Z axis. This is why it doesn't work well using Link. Please see transform_link_2.zip scene

T.Y and T.Z are inverted in Transform node compared to Projection node. Please fix.
Nothing wrong with that! It's just not a projection for coordinates, it's a transform matrix. And will not work as you think, just use projection node for correct positioning. But I can add an option to Transform node to switch coordinates.
Also link in transform is working with objects, not sure why you say this!

Disable/enable node group doesn't work.
It's not a thing I supposed to add.
Stacked materials completely doesn't update in LiveViewer
I'll bring it back for Octane's native material. Disabled because a technical problem to avoid endless material refreshes
Reset button in Texture Projection doesn't work.
It does a reset to values of transform. Nothing else!
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SSmolak
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aoktar wrote:But I can add an option to Transform node to switch coordinates.
Also link in transform is working with objects, not sure why you say this!
It would be great if you add this because link in Transform works only for X axis at the moment. Thank you !
Yes I was wrong it works fine for objects. I tried axis Z which not work because of this problem.
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aoktar
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SSmolak wrote:
aoktar wrote:But I can add an option to Transform node to switch coordinates.
Also link in transform is working with objects, not sure why you say this!
It would be great if you add this because link in Transform works only for X axis at the moment. Thank you !
Yes I was wrong it works fine for objects. I tried axis Z which not work because of this problem.
I'll look in to, but it's not a correct transfer of coordinates in books of the math. Saying something is WRONG with a missing info that's making me unhappy! See the adviced example in the picture.
Of course it may not work on your setup because of using baking/osl/displacement nodes/etc.. So adding a fake switch may help the some cases.
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a1.jpg
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SSmolak
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aoktar wrote: Of course it may not work on your setup because of using baking/osl/displacement nodes/etc.. So adding a fake switch may help the some cases.
Yes, it works fine for Projection node but it needs to use projection other than UV and it will not work with Baking Texture and texture displacement. This is why I tried to use Transform node instead but there is problem with Link. As I see it would works fine if T.Z will be replaced by T.Y. Thank you for looking on that !
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