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Octane + C4D Rendering Animation Workflow
Posted: Mon Mar 17, 2014 5:31 pm
by kaylaproctor
Hey All,
I'm working in C4D and Octane standalone, and I'm able to render stills fine. I'm familiar with both Octane Export and the plugin for C4D itself. However, I'm not quite sure how to go about exporting my animations for Octane.
I noticed that OctaneExport has a animation option, but I found that it was just sending the geometry to Octane over and over again for each frame and that was taking a very long time, not to mention it outputs as images. Is this the only possible way to render animations currently? My ideal workflow would be to export geometry once to Octane, adjust my lighting and settings, and then somehow get it back to C4D so I could render via Octane there. Is this possible?
Thanks in advance.
Re: Octane + C4D Rendering Animation Workflow
Posted: Mon Mar 17, 2014 6:09 pm
by bepeg4d
hi, till octane standalone 1.2, you need to export your geometry, setup the lights and the materials, save the ocs and then start the animation from the c4d exporter.
all the frames must to be voxelized and then calculated and saved as a series of .png or .exr files.
now, with octane 1.36 or the upcoming 1.5, you can export all the static meshes via obj and animated cameras and animated objects via alembic exporter.
then combine all toghether in the standalone and use the provided lua scripts to render the animation.
it must to be said that the integrated plugin is the best option for creating and rendering animations with c4d and octane, because you can animate almost everything in you scene and there are a lot of useful commands to speedup the things

ciao beppe
Re: Octane + C4D Rendering Animation Workflow
Posted: Mon Mar 17, 2014 6:34 pm
by kaylaproctor
bepeg4d wrote:hi, till octane standalone 1.2, you need to export your geometry, setup the lights and the materials, save the ocs and then start the animation from the c4d exporter.
all the frames must to be voxelized and then calculated and saved as a series of .png or .exr files.
now, with octane 1.36 or the upcoming 1.5, you can export all the static meshes via obj and animated cameras and animated objects via alembic exporter.
then combine all toghether in the standalone and use the provided lua scripts to render the animation.
it must to be said that the integrated plugin is the best option for creating and rendering animations with c4d and octane, because you can animate almost everything in you scene and there are a lot of useful commands to speedup the things

ciao beppe
Is there a way to bring all of my camera and scene settings such as exposure / aperture back to C4D? The live viewer isn't very accurate, and it's a lot less painful do adjust my lighting in standalone.
Re: Octane + C4D Rendering Animation Workflow
Posted: Tue Mar 18, 2014 12:54 pm
by bepeg4d
currently, is very easy to export all the scene in octane standalone with all the necessary nodes from the integrated plugin; importing back to c4d from the standalone is a bit limited, but i'm confident that we will see great improvement in this section soon.
octane 1.5 is just around the corner with the new .orbx exchange file... we will see

ciao beppe