Cinema 4D version 4.01.1-R2 (stable) 13.12.2018

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KeeWe
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Thank you so much for the ORBX Loader, its a huge benefit in a current project. Just tested it and although it crashed C4D after hitting the reload button, I'm pretty excited about it.

Just 2 questions:

1) I'm using it now to load a rigged and animted chracter into my scene. Scaling and moving the orbx Object supports motion blur and it works for my needs, but it looks a little odd. Further I noticed a error when playing the animation (motion blur adds a whol bix around the character) but it looks flawless by going frame by frame.

2) are there any plans for implementing the time offset? It would be great to load several ORBX Loader objects and just offset them a little bit (I guess that would even work with on ORBX Loader object and a cloner).

Edit: Should we use an Octane Tag inside the scene or on the ORBX Loader?
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aoktar
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KeeWe wrote:Thank you so much for the ORBX Loader, its a huge benefit in a current project. Just tested it and although it crashed C4D after hitting the reload button, I'm pretty excited about it.

Just 2 questions:

1) I'm using it now to load a rigged and animted chracter into my scene. Scaling and moving the orbx Object supports motion blur and it works for my needs, but it looks a little odd. Further I noticed a error when playing the animation (motion blur adds a whol bix around the character) but it looks flawless by going frame by frame.

2) are there any plans for implementing the time offset? It would be great to load several ORBX Loader objects and just offset them a little bit (I guess that would even work with on ORBX Loader object and a cloner).
Thanks for using it and give feedbacks! Would be great to have your orbx scene for test purposes. I wished to implement some time parameters but Octane cannot process different time values on any node graph. Hopefully it will support in future so I can use it.
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tomsvfx
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Hi Aoktar, when rendering with EXR Multilayer File default rgb channels are black, but actual beauty is in different channels.
Is it possible to also have beauty pass visible in default RGB channels so its possible to quickly check rendered image without opening it up in compositor app just to see beauty?
jsuarez388
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aoktar wrote: Why impossible? I'm using docked or undocked every seconds, not seeing any problems. Just not that in latest build, I made some tweaks to display more fps. It will not display stats while cspp is lower than 8.
Well, in my case, in two different computers, when I open c4d and the LV is already docked to the layout no matter how many times i click on the LV , i don't get that information at all. The only way to get it back is to undock the LV and dock it back again, then the functionality of clicking on the screen to get different information or just turn it off comes back.
My system specs:
AMD Ryzen 7 1700
GeForce GTX 1070 x2
16GB Ram
Running Windows 10
Octane Render V4
jsuarez388
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tomsvfx wrote:I had noticed this behavior for a very long time, I cant even remember when it didnt work like that :D
On my end activating the post effects in the render passes didn't disable it from the Main render and I have V4.01 stable last week just before this latest R2 release and it was working fine.

It doesn't make sense to remove passes from the Main render pass, you are supposed to see the render with all the passes in this tab.
My system specs:
AMD Ryzen 7 1700
GeForce GTX 1070 x2
16GB Ram
Running Windows 10
Octane Render V4
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aoktar
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tomsvfx wrote:Hi Aoktar, when rendering with EXR Multilayer File default rgb channels are black, but actual beauty is in different channels.
Is it possible to also have beauty pass visible in default RGB channels so its possible to quickly check rendered image without opening it up in compositor app just to see beauty?
I'll check it if possible and easy to fix.
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aoktar
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jsuarez388 wrote:
tomsvfx wrote:I had noticed this behavior for a very long time, I cant even remember when it didnt work like that :D
On my end activating the post effects in the render passes didn't disable it from the Main render and I have V4.01 stable last week just before this latest R2 release and it was working fine.

It doesn't make sense to remove passes from the Main render pass, you are supposed to see the render with all the passes in this tab.
It's not a thing about plugins, core functionality.
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aoktar
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jsuarez388 wrote:
aoktar wrote: Why impossible? I'm using docked or undocked every seconds, not seeing any problems. Just not that in latest build, I made some tweaks to display more fps. It will not display stats while cspp is lower than 8.
Well, in my case, in two different computers, when I open c4d and the LV is already docked to the layout no matter how many times i click on the LV , i don't get that information at all. The only way to get it back is to undock the LV and dock it back again, then the functionality of clicking on the screen to get different information or just turn it off comes back.
I tried on two pcs with no luck. Could you pls capture a video to show it?
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sdanaher
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Hi Ahmet

I'm getting long pauses (spinning beachball) on Mac with R4. This used to happen on previous versions but seemed to have been resolved. I think its something to do with textures, paths or the preview balls rerendering maybe... I thought it might be because I had large tiff textures, so converted to jpegs but still get intermittent pauses of approx 6 seconds for each material in the scene (or maybe for each texture in one particular material, its hard to tell what the condition is). You can just get enough time to turn off LV rendering which stops the beachballs. Texture caching is on, only two texture paths in prefs. Not sure what else to try?
Windows 10 - 64GB RAM - Cinema 4D R20 - RTX 2070 x3
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aoktar
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sdanaher wrote:Hi Ahmet

I'm getting long pauses (spinning beachball) on Mac with R4. This used to happen on previous versions but seemed to have been resolved. I think its something to do with textures, paths or the preview balls rerendering maybe... I thought it might be because I had large tiff textures, so converted to jpegs but still get intermittent pauses of approx 6 seconds for each material in the scene (or maybe for each texture in one particular material, its hard to tell what the condition is). You can just get enough time to turn off LV rendering which stops the beachballs. Texture caching is on, only two texture paths in prefs. Not sure what else to try?
I'm really don't understand the language of OSX guys(beachballs,etc..) :)
Could you please explain where do you get these pauses? And which operations trigger this? And is it hang forever or just a few seconds of hang?
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