Beta 0.72 / 0.79 (SDK 1.20) - Obsolete

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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miohn
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Hi Aoktar,

nice to see that you're testing material node system.
When is it planed to be released?

Concerning the texture promlem which I also have all the time:
As soon as I define paths in C4D-Prefs, octane gets problems.
When I clear all C4D-Paths in C4D-Prefs, then it works in octane.
(Don't know how long, but at least at the beginning with more textures loaded.)
So maybe there's a conflict with the 2 texture path prefs.
But thats a pure conjecture.

thanks
MIke
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aoktar
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miohn wrote:Hi Aoktar,

nice to see that you're testing material node system.
When is it planed to be released?

Concerning the texture promlem which I also have all the time:
As soon as I define paths in C4D-Prefs, octane gets problems.
When I clear all C4D-Paths in C4D-Prefs, then it works in octane.
(Don't know how long, but at least at the beginning with more textures loaded.)
So maybe there's a conflict with the 2 texture path prefs.
But thats a pure conjecture.

thanks
MIke
Hi Mike,
to give any date is not possible. It's completely re-writing.

for paths, firstly your scene must be saved. Also has no relation with C4D-Paths. It can be a coincidence. I'm testing again, but will be nice someone do a video capture to showing some progress.
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dinf
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aoktar wrote:plugin looks the file is available at absolute path. if it's not a full path or not available, looks project path and tex folder. if still not found, search in octane texture paths. but not in c4d preferences paths.
I should know it can be related texture counts. or scene is saved or new file? can some peope capture a video to show problem?
Hey aoktar, sorry I've seen your response right in the moment. No video, but problably some screenshots and explanations can show up a bit of the thing.

Let me try to describe what happens here on my machine.
First, in Cinema's program prefs I have defined a path to a folder with many subfolders for all my textures. Lets call this path E:\textures. Everything that is bitmap comes in there, so I do not have to seek anything and can be sure it is found by Cinema, only defining the texture's name in a material. Since there are 100s of subfolders, there is only one path to all of them.
Then I put a folder 'OctaneTex' in there. Due to the structure of this bunch of textures this folder is 2 steps deeper in the subfolder. Lets call it E:\textures\SomethingElse\OctaneTex
In OctaneSettings in Cinema I defined the same path like in C4D prefs, E:\textures, hopingly well that Octane works the same way, searching all the subfolders.

But working a while in Octane shows up behaviour like the following. As in Cinema itself, all textures are relative, without any path in the Octane materials. First pics show the diffuse and bump channels, wich are shelled in a ColorCorrection or ImageTexture shader or both. As you see, the textures are shown in the channels, but not calulated by Octane.
The third pic is the editor view. As you can see, the material and the editor do show the texture in the channels, but Octane can't calculate a material preview. I suppose because it can't find them. The views in Material and Editor are defined by Cinemas subroutines, right? But thats all guesswork.
In the last picture you see the rendering in LiveViewer. Like in the material preview, the textures aren't calculated.

Image Image Image Image

Now, this all can take a while bevore it shows up, normaly minutes. Since I'm very new to Octane, working from the last weekend on a huge project converting all materials handish into Octane ones, I was able to monitor this problem for the first days and didn't get any idea. Because in the very first moment defining these materials, every material works well and was rendered also, leaving Cinema and Octane working. But minutes or quarter hours later on, every last defined material was gone like shown above. I mostly recognized this the next day, reopening the scene. And if so, there was now way to get Octane to render the material after that, until redoing this material. Octane even shows up render errors - it started exporting and voxelizing and then only showed an info *** RENDER FAILUR *** (don't remember the exact words, sorry) and could only be restarted after restarting cinema, wich must be shot down in task manager to completely close.

So after a few days I decided to change the path in Octane settings from E:\textures to E:\textures\SomethingElse\OctaneTex. Since then every material works fine, no render errors, amazing software. And as you said, it has nothing to do with the Cinema path prefs, because I was able to reproduce the described behaviour with and without defined Cinema paths. Switching the paths forth and back in Octane settings will show up this, certain and repeatable. Probably it takes some minutes, the faster way than waiting is to restart cinema.

Hope that helped.
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aoktar
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Hi dinf,
welcome. I'm trying to figure your problem. It's seems a gpu texture limits problem.
Also RENDER FAILURE error shows a problem on cuda devices. Possibily is a ram or texture count limits error. Every graphics cards has own texture limits which is depended on Cuda Computing model.

Can you check info line on Live View. There is some words like "RGB32(12/64)" "RGB64(4/8" etc....
RGB32(12/64) has meaning you have used 12 piece RGBA image and total limit is 64 piece. Plugin also sends all materials and textures to gpus without doing any optimisation. If you don't use a material anyway it send. So if you has unused materials on any objects so remove from scene.

I'll wait feedback for this
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NVN
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hi aoktar.

i have a problem with baked shaders.
if i take a noise and scale it down, the viewer will not update....
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aoktar
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NVN wrote:hi aoktar.

i have a problem with baked shaders.
if i take a noise and scale it down, the viewer will not update....
Sorry but, this shaders not support realtime updates at this moment. Because this are time consuming process for cpu. Plugin is updating only when you add new one or restart the rendering.

Regards
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dinf
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Hey aoktar, thanks for your help and patience.
aoktar wrote:Also RENDER FAILURE error shows a problem on cuda devices
The Log said something about not beeing able to allocate memory. But: the failure error only came together with the not exact path. Doing it the way described above everything works fine. In the moment, the project is about many scenes, probably I reach limit fast with a 2GB GTX 560 Ti.
Can you check info line on Live View. There is some words like "RGB32(12/64)" "RGB64(4/8" etc....
RGB32(12/64) has meaning you have used 12 piece RGBA image and total limit is 64 piece.
Nope, no line with 'RGB' or powers of ^2 in brackets, neither on top while exporting nor in the foot while rendering, neither in Cinema Live Viewer nor in standalone renderer.
Edit: You can see the foot line in my last post, last picture. At the end there is 'Meshes:[count] clevel [count]'.
Here is the state C4D itself reads out of the card, can you see the texture count limit you are talking about? Probably the 'Max .. Texture Image Units' thing?

Image
Plugin also sends all materials and textures to gpus without doing any optimisation. If you don't use a material anyway it send. So if you has unused materials on any objects so remove from scene.
First thing I did was to kick out all unused materials and cleaned all unused channels, one by one. Nevertheless this project uses about 80 materials with about 2 textures per mat, mostly about max 1K size and smaller. And is rendering. As far as I can see, all textures are in place since using the path, but they are seldom all together in the viewfield. But the viewfield is not the point, right?
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aoktar
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I like to share a video to show incoming new editor for node based editing for materials. This is a little preview for new Material Node Editor. This is under highly WIP. Please ignore some problems, this is not final quality product.

[vimeo]http://www.vimeo.com/71116497[/vimeo]


Secondly, I'll do some testing for detecting this texture paths problem
Last edited by aoktar on Fri Jul 26, 2013 10:17 pm, edited 1 time in total.
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NVN
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nice!
have i use the new one...or can we use both?
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aoktar
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NVN wrote:nice!
have i use the new one...or can we use both?
yes, it's working together
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