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Re: Beta 0.3.4 released (Actual version)
Posted: Wed Mar 27, 2013 11:31 pm
by aoktar
RK-art wrote:Hi Aoktar,
I tested the sample scenes and noticed that the 2nd and 3rd SSS-Madonna-material in the basicmaterial samples are not working, meaning they are not rendered as SSS.
SSS-Test.png
And some questions for my understanding on how your plugin is constructed:
You use an own octane kernel that has no connection to the currently used standalone version of Octane on my system, right ?
So, if I want to render my scene with the most current Octane version, I have to use the old export-plugin that transfers the scene to the standalone octane version.
Second, if I do so, I noticed that the C4D-Octane-materials don't render right in the Standalone Octane version, so the C4D-Octane-materials are not compatible with the 'native' Octane materials or does the old export-plugins fail in transferring the settings as it does not know about the C4d-Ocatane-material ?
this scene is prepared by immortal-arts. I'm not sure about it. I'm not agree with you about compatibility. Maybe a few point about that. But generally is same things.
For interchange options: I'm working on for next releases. But integrated plugin is totaly different way to do works. This is personal choice.
Re: Beta 0.3.4 released (Actual version)
Posted: Thu Mar 28, 2013 7:17 am
by bepeg4d
RK-art wrote:Hi Aoktar,
I tested the sample scenes and noticed that the 2nd and 3rd SSS-Madonna-material in the basicmaterial samples are not working, meaning they are not rendered as SSS.
SSS-Test.png
And some questions for my understanding on how your plugin is constructed:
You use an own octane kernel that has no connection to the currently used standalone version of Octane on my system, right ?
So, if I want to render my scene with the most current Octane version, I have to use the old export-plugin that transfers the scene to the standalone octane version.
Second, if I do so, I noticed that the C4D-Octane-materials don't render right in the Standalone Octane version, so the C4D-Octane-materials are not compatible with the 'native' Octane materials or does the old export-plugins fail in transferring the settings as it does not know about the C4d-Ocatane-material ?
hi, which kernel are you using for testing sss?
for best results you must switch to PT or PMC, or in DL set a higher value for specular depth like 8.
about the scene transfer between plugin and standalone: when the "save ocs" command will be finished, we could save the obj + mtl with the exporter and the ocs with the plugin with all the materials for perfect connection with standalone

Currently it works but there is a problem with materials that are not inside a macro node so is quite difficult to reorganize the ocs. just give some time to aoktar to implement all functions

ciao beppe
Re: Beta 0.3.4 released (Actual version)
Posted: Thu Mar 28, 2013 10:58 am
by indexofrefraction
is it possible to have different material preview scenes?
(sphere, cube, plane, sss, etc)
changes to the c4d standard preview scenes are ignored in the octane materials
Re: Beta 0.3.4 released (Actual version)
Posted: Thu Mar 28, 2013 1:12 pm
by aoktar
@indexofrefraction: SDK has only sphere preview option, sorry. maybe later
@bepeg4d: thx man. In last tests, Actually ocs export crash seems to be corrected. When occs import completed, you'll have all interconnectivity options.
Re: Beta 0.3.4 released (Actual version)
Posted: Thu Mar 28, 2013 5:36 pm
by AndreaMannori
Hi guys, I need a little help from you all... I can't find a way to easily render hairs without converting them into poly... I used the generation feature inside Hair tag and I checked .
Re: Beta 0.3.4 released (Actual version)
Posted: Thu Mar 28, 2013 6:11 pm
by aoktar
renderfarmsrl wrote:Hi guys, I need a little help from you all... I can't find a way to easily render hairs without converting them into poly... I used the generation feature inside Hair tag and I checked .
welcome renderfarmsrl,
Hair object->generate->triangle option will generate polygons for rendering. But be careful with to much polygon will make long export times
Best regards
Re: Beta 0.3.4 released (Actual version)
Posted: Fri Mar 29, 2013 11:56 am
by indexofrefraction
aoktar wrote:@indexofrefraction: SDK has only sphere preview option, sorry. maybe later
easy, but why not use the internal system?
vrayforc4d also uses the material preview scenes and u can modify them yourself, or add your own.
Re: Beta 0.3.4 released (Actual version)
Posted: Fri Mar 29, 2013 1:59 pm
by aoktar
indexofrefraction wrote:aoktar wrote:@indexofrefraction: SDK has only sphere preview option, sorry. maybe later
easy, but why not use the internal system?
vrayforc4d also uses the material preview scenes and u can modify them yourself, or add your own.
sdk cannot handle two scene graph at same time. Only has a preview command with ball
Re: Beta 0.3.4 released (Actual version)
Posted: Fri Mar 29, 2013 2:40 pm
by Silverwing
Hi aoktar.
Thank you very much for your time and devotion spend on programming this plug-in. I really appreciate it!
I have work with the plugin a couple of days now and it works fine for me.
Here are a few suggetions for the final release that would ease my workflow with the plugin:
Node based material system
I´m used to work with the node based material system from the Octane standalone and the C4D Octane material can be really confusing and time consuming to work with. Cebas had developed a node based material system based on espresso for its Final Render Stage 2 for C4D

.
I would be really happy to see something similar for the Octane C4D Plugin.
Nice and tidy Octane render Layout (as in the other Plugins)
I don´t like the way that the "Octane Settings" window always is that small when I activate it. I always have to make it bigger to get to all the controls inside.
I know that this is a small request and I could life with it that way. But seeing the integration in other products as Max or Daz Studio makes me a little jealous
Graphical Info about Memory, Textures etc
I know that there is an Text Overlay on the render but it would be more simple to read the info from some colored bars as in the octane standalone.
Would be great to see that integrated in the "Octane Settings" window as in Daz Studio (middle picture)
http://render.otoy.com/forum/download/f ... &mode=view
Motion Blur support
This is a really important point for me. I am rendering more animations then still images and therefore motion blur is a really needed feature for photo realistic animation renders.
In the old C4D exporter plugin there was an option for at least create camera motion blur.
Would be great to have the option to choose between a camera motion blur option and a subframe method. (I know you are working on the subframe solution and I´m waiting eagerly for it)
In long terms it would be even better If octane would support real object motion blur. But that´s a note for the people who are programming the Octane standalone.
Maybe some other people had the same Ideas and support my call.
Would be nice to hear what you think!
Cheers,
Raphael Rau
Re: Beta 0.3.4 released (Actual version)
Posted: Fri Mar 29, 2013 4:19 pm
by aoktar
Hi Silverwing,
thanks for good points of missing features.
I'll implement all features that you told. The plugin has short history. I have do most required and basic functionality for beginning.
Rightnow we are in second phase.
Some new features will become. Material picker, ocs/livedb import/export, subframe or camera mblur, render passes, etc...
Also xpresso node editor integration or similar node editor system.