Last stabile version 2.06.1 - (09.09.14)

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

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ratata
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Hello,

I am observing some strange behaviors when linking nodes in node editor, if you follow up (attached scenario) with linking the noise to the diffuse channel, live viewer looses displacement until you refresh it.
octane_bug_001.JPG
Next one is, if you follow the example above and disconnect the noise from the diffusion and hit "Get Active mat", noise node gets deleted, although it is connected to the displacement node.

This random deleting of nodes is happening many times when you leave the output empty on the node that follows noise (like gradient, color correction, mix node..), sometimes it even crashes c4d when you refresh live viewer or click "Get Active mat", but I couldn't find a chain of commands the produce the crash every time, but from my tests the crash is inevitable if you refresh regularly.
BTW the crash is not a normal crash, it hangs cinema, so you need to close it from Task Manager.

I am on win 7, R15.
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aoktar
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ratata wrote:Hello,

I am observing some strange behaviors when linking nodes in node editor, if you follow up (attached scenario) with linking the noise to the diffuse channel, live viewer looses displacement until you refresh it.
octane_bug_001.JPG
Next one is, if you follow the example above and disconnect the noise from the diffusion and hit "Get Active mat", noise node gets deleted, although it is connected to the displacement node.

This random deleting of nodes is happening many times when you leave the output empty on the node that follows noise (like gradient, color correction, mix node..), sometimes it even crashes c4d when you refresh live viewer or click "Get Active mat", but I couldn't find a chain of commands the produce the crash every time, but from my tests the crash is inevitable if you refresh regularly.
BTW the crash is not a normal crash, it hangs cinema, so you need to close it from Task Manager.

I am on win 7, R15.
thanks for feedback. It's valuable for me. This editor is not finished. I cannot call it reliable at the moment. When you call "Get Active Mat", it's normal to remove unlinked nodes. Because it does not saves to any material. But crashes(hangs) shows some problems which are still here. ATM, we are busy on some other nice improvements. I'll continue to work on this editor later.
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ratata
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aoktar wrote:thanks for feedback. It's valuable for me. This editor is not finished. I cannot call it reliable at the moment. When you call "Get Active Mat", it's normal to remove unlinked nodes. Because it does not saves to any material. But crashes(hangs) shows some problems which are still here. ATM, we are busy on some other nice improvements. I'll continue to work on this editor later.
Sure thing, I am just reporting for future reference, since nodes are vital for real production I will be testing it as much as possible, so you can get it up and running in as few iterations as possible.

Also thank you for your hard work.
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Ron
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Hi Ahmed,

since I updated to V2.06.1 I have an issue with picture viewer. Regardless of objects in scene or not rendering in PV gets the attached error message.
LV is doing fine.
I also attached a log file, which is written when rendering in LV. I don't think that log data is written when PV is used because the error seems to stop everything immediately.

Standalone version is 2.06

Regards - Ron
OR2.06.1_Error001.jpg
octane 2.06 140925 122604.log
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aoktar
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Ron wrote:Hi Ahmed,

since I updated to V2.06.1 I have an issue with picture viewer. Regardless of objects in scene or not rendering in PV gets the attached error message.
LV is doing fine.
I also attached a log file, which is written when rendering in LV. I don't think that log data is written when PV is used because the error seems to stop everything immediately.

Standalone version is 2.06

Regards - Ron
OR2.06.1_Error001.jpg
octane 2.06 140925 122604.log
Hi Ron,
what Octane Log window says? In Help->Octane Log
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KeeWe
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Hi Ahmet,

I hope thats the thread to ask: do you have any timetable on releasing an update with the 2.10 features? Especially the multipass part...
I'm working on a compositing project right now and in about 2 weeks all the rendering starts. Can i plan on using native multipass or will i have to use the workarounds i came up with so far?

Thanks:)
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aoktar
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KeeWe wrote:Hi Ahmet,

I hope thats the thread to ask: do you have any timetable on releasing an update with the 2.10 features? Especially the multipass part...
I'm working on a compositing project right now and in about 2 weeks all the rendering starts. Can i plan on using native multipass or will i have to use the workarounds i came up with so far?

Thanks:)
Which passes are required for your project? I'm working on to complete. Still some issues are here on adoptation some passes and workflow. But I'm thinking to release a test version tonight but not safe yet for multipasses.
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KeeWe
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Most wantedt would be shadow but as i said, we can tweak it. Specular is left out til now but if it would be supported we would certainly use it.

Will multipass support Object buffer with motion blur and DoF? Right now we do get the Object pass from cinema but the edges are not equal to the beauty pass due the lack of MB.

A test version would be much appreciated and as i said, final rendering start is about two weeks from now.
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aoktar
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KeeWe wrote:Most wantedt would be shadow but as i said, we can tweak it. Specular is left out til now but if it would be supported we would certainly use it.

Will multipass support Object buffer with motion blur and DoF? Right now we do get the Object pass from cinema but the edges are not equal to the beauty pass due the lack of MB.

A test version would be much appreciated and as i saif, final rendering start is about two weeks from now.
I think we have not shadow pass. And Octane has not this concept. I have talked about this with Thomas to add. But i'm not sure what's the shadow on Octane. Do you have a idea? Currently we have passes are in pictures. But object pass still not as you wish. All info passes are ignoring dof and mblur. I think this should be fixed. Isn't?
Attachments
p2.jpg
p1.jpg
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KeeWe
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Thanks for your quick reply.
Sadly, thats a little disapointing. Sounds like a working MP System (including the two parts i mentioned above) is still down the road.
Anyway, I'm looking forward to what Otoy and you will come up with, seems workarounds will still be a buddy for some time :D
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