Looks like C4D users are enjoying the benefits.. I've been mentioning this feature since I joined up and still no word on if this might be available soon.
http://vimeo.com/65973357
go to 5:40 look for object buffer in the Layers panel
Object / Surface Masking for LW Plugin
Moderator: juanjgon
Having a second look, this is possibly be part of c4d's native render pass system. Nonetheless I'd like to see basic surface and object masking implemented with the release of 2.x with render passes. The way I see it, if octane can do a simple alpha pass which is basically masking the background from all the mesh elements, surely it can't be too difficult to specify an object or material to behave as if it was the backdrop and mask that out instead?
Dino Inglese
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
Looks like a typical object/surface id pass. Lightwave has it but without coverage its not so useful.
So c4d octane has it or did he use the native c4d renderer to get those passes and combine with octane output? Better to ask in the c4d octane forum if that is from octane or from c4d renderer.
In anycase I think octane will support this natively soon since they showed some passes they are working on and one of them is object/surface id. Then juanjo can then implement it for lwoctane.
So c4d octane has it or did he use the native c4d renderer to get those passes and combine with octane output? Better to ask in the c4d octane forum if that is from octane or from c4d renderer.
In anycase I think octane will support this natively soon since they showed some passes they are working on and one of them is object/surface id. Then juanjo can then implement it for lwoctane.
After looking at the video again I think it is octane renderer with some buffers already working in c4d. So that means its working already in standalone? I don't really use standalone so I don't know.
This means lwoctane is a bit behind the c4doctane.
materialid, zdepth, etc can be clearly seen in the dropdown.
This means lwoctane is a bit behind the c4doctane.
materialid, zdepth, etc can be clearly seen in the dropdown.
Looks like we have it. Its done via Info Channels Kernel.
http://render.otoy.com/manuals/Lightwave3D/?page_id=166
Dont think there's a sample file yet for this.
http://render.otoy.com/manuals/Lightwave3D/?page_id=166
Dont think there's a sample file yet for this.
We can't sadly, no way to render them all at once, you need to setup/render them separately
.
I guess we need to wait for Octane to include AOVs

I guess we need to wait for Octane to include AOVs
--
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
Stay tunedgeo_n wrote:Really? C4d looks like it can render buffers/aov at once with octane and embedd them in multi-layer exr. This would be a big deal to have. Even better to have it work with dp renderbuffers or exrtrader.

-Juanjo
juanjgon wrote:Stay tunedgeo_n wrote:Really? C4d looks like it can render buffers/aov at once with octane and embedd them in multi-layer exr. This would be a big deal to have. Even better to have it work with dp renderbuffers or exrtrader.
-Juanjo
Eegerly staying tuned

I hope render time doesn't get affected too much. I do expect it though since dp renderbuffers and extrader also have some slight render time hit but not too much.