aoktar....i have the next problem.
I send u a pm
Beta 0.72 / 0.79 (SDK 1.20) - Obsolete
Moderators: ChrisHekman, aoktar
- Silverwing
- Posts: 287
- Joined: Wed Jun 15, 2011 8:36 pm
- Location: Ludwigsburg Germany
- Contact:
That looks fantastic. Very well done. I´m impressed!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.
Keep up the good work. Cant wait to play with this!
Cheers,
Raphael
WIN 10 PRO 64 | ASUS X99-E WS | 3 X GTX 1080Ti | i7 5960X 8X 3,33GHz | 64GB RAM
- sphericall
- Posts: 60
- Joined: Sun Jan 06, 2013 2:58 pm
- Location: Bytom
- Contact:

Win 7 64 bit | 2 x GeForce GTX 660 | Intel Core i7-930 CPU 2,8 GHz | 8GB | Cinema 4d r15 Visualize (no Mograph, no Hair)| OCTANE benchmark scene 2,06 Ms/sec
Do you have Turbulence FD?
In that case uninstall TFD or (this workaround possibly unstable) copy Octane.dat and Octane.dll into the Cinema 4d root directory.
I believe a workaround is being worked on...
Cheers!
Poke
In that case uninstall TFD or (this workaround possibly unstable) copy Octane.dat and Octane.dll into the Cinema 4d root directory.
I believe a workaround is being worked on...
Cheers!
Poke
2xI7 3930K 3.2ghz/32gig/Win10ultsp1 1xI7 6950X @4.0ghz 2x Titans 1x 780ti 3x 980ti
C4DR15 OctaneC4D 3.03.3 SDK 3.03.3 Mobo: AsusP9X79 Pro
C4DR15 OctaneC4D 3.03.3 SDK 3.03.3 Mobo: AsusP9X79 Pro
- sphericall
- Posts: 60
- Joined: Sun Jan 06, 2013 2:58 pm
- Location: Bytom
- Contact:
Problem solved. Ihave different Cinema home dir so the installer installed plugin into default plugins location, while older Octane plugin version still existed in the homedir plugins directory. After deleting one of them, everything runs smoothly.pokeit wrote:Do you have Turbulence FD?
copy Octane.dat and Octane.dll into the Cinema 4d root directory.
Poke
Win 7 64 bit | 2 x GeForce GTX 660 | Intel Core i7-930 CPU 2,8 GHz | 8GB | Cinema 4d r15 Visualize (no Mograph, no Hair)| OCTANE benchmark scene 2,06 Ms/sec
I've Octane for 3DSMax and for C4D.. I must to say that in 3DSmax the engine is very stable.. not the same for C4D versione..for now.. but you are doing a great work 

which version? still do you have any crash?areafilm wrote:I've Octane for 3DSMax and for C4D.. I must to say that in 3DSmax the engine is very stable.. not the same for C4D versione..for now.. but you are doing a great work
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
Hi again,
Cinema crashes while rendering an animation because of RAM overflow. Not the VRAM! This is about 1GB while rendering. RAM usage is exceeding limit while rendering frame by frame until Cinema crashes. In the picture you see the line between the renderings, going up.

The scene contains static objects and keyframe animated and a huge count of baked dynamically animated objects. I first tried "Update Materials Every Frame" and "Update Meshes Every Frame" and gave all animated objects the Object Tag with different numbers. So it is starting to render fast every frame, but the main RAM flls up after a bunch of frames and is shutting down Cinema. After a while, some render instance objects weren't rendered anymore.
So I tried the "Full update Scene" option. Starting to render each frame now takes a minute longer due to the complete scene export, though RAM is also exceeded like seen in the above picture. I'm wondering about that since exporting every frame should empty more RAM in between the exports (I think the down pikes), right? But it does only a bit and fills up RAM every frame a bit more until it crashes after some frames.
I can restart the rendering at this point for the next 20 to 40 frames. And so on. This means, RAM could be cleared up more between exporting and rendering, otherwise it would be exceeded immideately after restarting Cinema. Is there another way to control the RAM usage?
Cinema crashes while rendering an animation because of RAM overflow. Not the VRAM! This is about 1GB while rendering. RAM usage is exceeding limit while rendering frame by frame until Cinema crashes. In the picture you see the line between the renderings, going up.

The scene contains static objects and keyframe animated and a huge count of baked dynamically animated objects. I first tried "Update Materials Every Frame" and "Update Meshes Every Frame" and gave all animated objects the Object Tag with different numbers. So it is starting to render fast every frame, but the main RAM flls up after a bunch of frames and is shutting down Cinema. After a while, some render instance objects weren't rendered anymore.
So I tried the "Full update Scene" option. Starting to render each frame now takes a minute longer due to the complete scene export, though RAM is also exceeded like seen in the above picture. I'm wondering about that since exporting every frame should empty more RAM in between the exports (I think the down pikes), right? But it does only a bit and fills up RAM every frame a bit more until it crashes after some frames.
I can restart the rendering at this point for the next 20 to 40 frames. And so on. This means, RAM could be cleared up more between exporting and rendering, otherwise it would be exceeded immideately after restarting Cinema. Is there another way to control the RAM usage?
| Win 10 | 64 GB RAM | AMD 5900X | RTX 3080 12 GB| C4D 21| C4Doctane v2022.1.1|