Using 1.50.3 I am doing some more NET render test, So far it is working great, No more errors if an image is not in an ImageTexture node. The colors are still different. On the machine you render with the colors are right, (normally everything would be put in an octane ImageTexture.) With the NET computers the image is slightly brighter.
I have been trying to find a way to get the proximal shader to work with octane. This would be awesome if you could support this shader! So what I had done is just baked out the texture and applied in in an ImageTexture slot with the animation turned on. In the live viewer it works just fine but on final render there is no texture.
Edit: Not working in 1.51.0 either.
Version 1.52.1 (Octane Render 1.52) *** 10.04.2014 ***
Moderators: ChrisHekman, aoktar
hi,
i think that instead of proximal, you can use the octane dirt node with the new tollerance option, but i have not find the time for test it
ciao beppe
i think that instead of proximal, you can use the octane dirt node with the new tollerance option, but i have not find the time for test it

ciao beppe
Hi Ahmet
Can you give us an idea when you think the new additions for 2.0 will start testing with the plugin? I think it's safe to say we're all dying to test this stuff. Thanks!
Alec
Can you give us an idea when you think the new additions for 2.0 will start testing with the plugin? I think it's safe to say we're all dying to test this stuff. Thanks!
Alec
Alec Syme
http://www.fuseanimation.com
-Gigabyte X79-UP4 - Intel i7 3930 3.4 - Windows 8.1 Pro 64bit - EVGA TITAN X7 - 32 Gigs Corsair 1600 4 channel RAM -
http://www.fuseanimation.com
-Gigabyte X79-UP4 - Intel i7 3930 3.4 - Windows 8.1 Pro 64bit - EVGA TITAN X7 - 32 Gigs Corsair 1600 4 channel RAM -
I hope that's in a month or so. But i'm not sure at the moment. There will be lot of revisions in plugin for 2.0. I'm thinking to expose all features step-by-step. Displacement is firstASyme1 wrote:Hi Ahmet
Can you give us an idea when you think the new additions for 2.0 will start testing with the plugin? I think it's safe to say we're all dying to test this stuff. Thanks!
Alec
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
I think there is a texture or material type which is not supported. This can cause a crashpavel wrote:It crashed again while i was applying an octane material. Am i doing anything wrong? Should i replace a dll file or something?
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- Silverwing
- Posts: 287
- Joined: Wed Jun 15, 2011 8:36 pm
- Location: Ludwigsburg Germany
- Contact:
Hi Ahmet,
Could you may add a button to the Fload Buffer "Add Gamma 2.2"
Let me explain:
When Tonemapped a gamma Curve is applied to the image.
Normally even when its saved Linear a Gamma is applied for the Viewport so one can watch the result in right brightness.
8bit / tonemapped Image = Gamma 2.2 bakes in the pixles
32bit float / untonemapped Image = Linear Gamma 1. But gets applied gamma 2.2 LUT by programs to view it in right color on screen.
With my Vray workflow I get the right (Normal) brightness in AE if I save a pic in 8bit Tiff and one rendert in 32 as EXR 32bit for example. They both have the same brightness in the Viewport and when I load them in AE.
But when I render with Octane in the 1.5x plugin release I have to apply a extra Gamma of 2.2 in AE. But AE already does add a Gamma of 2.2 (because AE knows that float pictures are linear and adds a viewing Gamma of 2.2)
So I´m assuming the pictures that get saved out with Octane 1.5 C4D having a gamma of 0.454 instead of 1.
Not sure if this is right as the LWF is a complicated thing.
But would be nice if you´d Add a button to apply a Gamma of 2.2 to the results as they are now. So I get the right brightness of my renders in After Effects.
Cheers,
Raphael
Could you may add a button to the Fload Buffer "Add Gamma 2.2"
Let me explain:
When Tonemapped a gamma Curve is applied to the image.
Normally even when its saved Linear a Gamma is applied for the Viewport so one can watch the result in right brightness.
8bit / tonemapped Image = Gamma 2.2 bakes in the pixles
32bit float / untonemapped Image = Linear Gamma 1. But gets applied gamma 2.2 LUT by programs to view it in right color on screen.
With my Vray workflow I get the right (Normal) brightness in AE if I save a pic in 8bit Tiff and one rendert in 32 as EXR 32bit for example. They both have the same brightness in the Viewport and when I load them in AE.
But when I render with Octane in the 1.5x plugin release I have to apply a extra Gamma of 2.2 in AE. But AE already does add a Gamma of 2.2 (because AE knows that float pictures are linear and adds a viewing Gamma of 2.2)
So I´m assuming the pictures that get saved out with Octane 1.5 C4D having a gamma of 0.454 instead of 1.
Not sure if this is right as the LWF is a complicated thing.
But would be nice if you´d Add a button to apply a Gamma of 2.2 to the results as they are now. So I get the right brightness of my renders in After Effects.
Cheers,
Raphael
WIN 10 PRO 64 | ASUS X99-E WS | 3 X GTX 1080Ti | i7 5960X 8X 3,33GHz | 64GB RAM
- inlifethrill
- Posts: 109
- Joined: Sat Nov 09, 2013 9:15 pm
- Location: Varna, Bulgaria
- Contact:
Hey Raphael,
that's weird. I am exclusively using linear workflow with 16/32 bit tonemapped (or not) tiff/psd image sequences. I keep it linear in Ae as well without having to adjust the gamma of any of my renders. I get consistent results/vewports in Octane's live viewer, C4D's Picture viewer and Ae. Could it be something is off with your settings?
Btw, great presentation in Copenhagen
that's weird. I am exclusively using linear workflow with 16/32 bit tonemapped (or not) tiff/psd image sequences. I keep it linear in Ae as well without having to adjust the gamma of any of my renders. I get consistent results/vewports in Octane's live viewer, C4D's Picture viewer and Ae. Could it be something is off with your settings?
Btw, great presentation in Copenhagen

- Silverwing
- Posts: 287
- Joined: Wed Jun 15, 2011 8:36 pm
- Location: Ludwigsburg Germany
- Contact:
Thanks appreciate it!inlifethrill wrote:Btw, great presentation in Copenhagen
About LWF:
Visually I get a constant result too.
Here´s my opinion of what is happening:
Floatingpoint Images that are saved in linear colorspace are not ment to be viewed this way (the appear to dark).
I´m pretty sure that Photoshop After Effects and Nuke all apply a viewing LUT with a Gamma of 2.2 in Order to make them look the same as the tone mapped versions would look.
If I compare the linear output of octane to some pretty linear color profiles for example DSCS315_5 its very dark. But when I add an Gamma of 2.2 it looks roughtly the same.
The good thing is that the behavior is the same in Octane C4D as in the Octane Standalone.
Maybe the wrong header Info is written in to the HDR so PS and AE does think its already 2.2 and do not apply a LUT gamma correction? I´m not to familiar with the how HDR´s work... so its only a guess.
I can work around this by adding an Gamma of 2.2 later in PS and / or AE. And this will give me the correct look.
Maybe I´m doing something wrong. And if someone has an Idea I´m listening!
Cheers,
Raphael
WIN 10 PRO 64 | ASUS X99-E WS | 3 X GTX 1080Ti | i7 5960X 8X 3,33GHz | 64GB RAM