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Do standard C4D multi passes work at all?
Posted: Wed Jan 08, 2014 4:09 pm
by robleger
I'm starting to understand the general way the Octane engine is integrated...
Is it correct that basically all multipass channels like reflection, specular, shadows etc. don't work when I render an Octane scene, because the Octane engine lives in its own world inside C4D?
If so, will the Deep Channel kernel offer those kind of passes in the future?
Re: Do standard C4D multi passes work at all?
Posted: Wed Jan 08, 2014 6:06 pm
by SVITAdmin
robleger wrote:I'm starting to understand the general way the Octane engine is integrated...
Is it correct that basically all multipass channels like reflection, specular, shadows etc. don't work when I render an Octane scene, because the Octane engine lives in its own world inside C4D?
If so, will the Deep Channel kernel offer those kind of passes in the future?
It passes the multipass channels off to the C4D engine after each frame renders. So set up your multi passes as normal.
For the RGBA pass, it will use the Octane render
Re: Do standard C4D multi passes work at all?
Posted: Wed Jan 08, 2014 9:20 pm
by aoktar
alpha, zbuffer, matID, normals are coming from Octane render buffers. Others is generated by standart renderer. Octane hasn't shadow, reflection, etc. except the channels in deep channel kernels.
Re: Do standard C4D multi passes work at all?
Posted: Thu Jan 09, 2014 9:46 am
by robleger
So, like this?
Did I miss something?
Edit
Oops. "Alpha from Directlighting" has nothing to do with "Deep Channel".
Re: Do standard C4D multi passes work at all?
Posted: Thu Jan 09, 2014 10:18 am
by robleger
I have a problem with the quality of the multi passes.
When I render via Directlighting with high samples and activate the multi passes as described before, the multi passes are rendered with low samples (even when I set them high as well in the Deep Channel settings):
What am I doing wrong?
Re: Do standard C4D multi passes work at all?
Posted: Thu Jan 09, 2014 12:37 pm
by aoktar
For quality, need to set maxsamples of deep info kernel to higher values.
For passes, yes these are Octane supported. Some of from list is not possible due of design of renderer. Because some is fake way to simulate real materials. I'm not expert on path tracing.
Last, also get same shadow passes by adding helper lights or AO passes.
Re: Do standard C4D multi passes work at all?
Posted: Thu Jan 09, 2014 4:57 pm
by robleger
For quality, need to set maxsamples of deep info kernel to higher values.
This is what I did. I set both samples (Direct Lighting + Deep Channel) to 2048, but only the main pass was rendered like that. The multi passes appear to ignore the sample settings and render lower.
Last, also get same shadow passes by adding helper lights or AO passes.
Can you please describe that in more detail or guide me with a link. Sounds very useful!
Thank you very much!