Here is new topic for version 3.06. This is still WORK IN PROGRESS and based on a TEST SDK( 3.06-TEST4).. And I don't recommend it for COMMERCIAL jobs at the moment.
You can find a detailed description of the new 3.06 features of Standalone in this thread: viewtopic.php?f=33&t=60014
Changes since 3.05.3
- NODE EDITOR improvements for daily usage and addons as insert in insert/extract/delete, groupping(aka. nodegraph), snapping. Slide left buttons with RMB or wheel
- Node Editor: Support for drag/drop from/to content browser. Saving as presets. Several fix/improvements.
- Fix for name/layer tab for nodes.
- Fixes on motion blur engine.
- Increased texture inputs to 64 in gradient.
- Add/Subtract/Compare/Triplanar nodes has been added.
- Displacement: Filter parameters.
- Adaptive sampling added. Noise pass is activated when it's selected. See for detailed explanation: https://inlifethrill.com/adaptive-sampl ... ne-render/
- Camera bokeh parameters.
- New Motion blur option for generating motion blur from speed vector of vertices. This will allow to generate motion blur on fluid meshes, etc... It's tested with latest RealFlowC4D plugin and worked well.
It's possible to link the Vertexmaps as component of vertex speed vector. It requires three vertexmap for X,Y,Z component of vertex speed.
- Bug fixes, small improvements for several stuff.
- Performance improvement on algorithm for movable geometries
- Texture caching (can be switchable by a caching paramater in settings/other). Any images in materials will be kept alive for Octane caching mechanism. So after usage of images in materials that will not be reloaded for later usages. Effect is faster material creations with images which are in cache. Caching will be resetted when active scene switched or closed.
- Fix: Alpha in z-depth passes.
- Fix: Update issue on TextureTag/Camera Mapping
- Token support for saving octane passes
- Performance fix for unnecessary cpu shading of octane materials in octane rendering
- Performance improvement on particle_engine for x-particles with motion blur
- Shadow pass added
- Fix: silently closed docs when vprender started
WINDOWS REGULAR TEST-4.1 BUILD
https://render.otoy.com/customerdownloa ... .1-win.zip
OSX REGULAR TEST-4 BUILD
https://render.otoy.com/customerdownloa ... Macosx.zip
WINDOWS SUBSCRIPTION TEST-4.1 BUILD
https://render.otoy.com/customerdownloa ... .1-win.zip
OSX SUBSCRIPTION TEST-4 BUILD
https://render.otoy.com/customerdownloa ... Macosx.zip
OctaneRender™ Standalone 3.06 TEST4
viewtopic.php?f=33&t=60354
Requirements:
-You'll need to update your Cinema 4D to latest versions(16.050, 17.053 or 18.039). Otherwise the plugin will not work and not appear in menus.
-Internet connection for activation, be sure that C4D and Octane will not be blocked by firewall and any antivirus software.
-Updated Nvidia drivers(at least 344.x(Cuda 8.0)
MANUALS: (extract to c4doctane dir.)
Offline HTML: https://render.otoy.com/plugindownloads ... ual-V3.zip
Online manual: https://docs.otoy.com/#60Octane%20Rende ... r%20Manual
V3 SAMPLE SCENES SET(make a request if you need any spesific sample)
https://render.otoy.com/plugindownloads ... scenes.rar
See this topic for some partial samples: viewtopic.php?f=85&t=53989
CINEMA 4D TUTORIALS SECTION: viewforum.php?f=87
CHANGE LOG: https://docs.otoy.com/#60Change%20log
Installation
First remove all octane related stuff from plugins and main folder of Cinema4D.
Extract all files to Cinema4D\plugins\c4dOctane directory.
Also download manual.zip and extract to c4dOctane directory if it's not available in place.
There are a few files for each one is for different Cinema4D version. Remove all except the file is for your version.
Ex. if you have Cinema4D R16.0, keep only "c4dOctane-r16.cdl64" and delete c4dOctane-r15.cdl64, c4dOctane-r14.cdl64, etc..
Cinema 4D Release 13: c4dOctane-r13.cdl64
Cinema 4D Release 14: c4dOctane-r14.cdl64
Cinema 4D Release 15: c4dOctane-r15.cdl64 or c4doctane_R15_demo.dylib
Cinema 4D Release 16: c4dOctane-r16.cdl64 or c4doctane_R16_demo.dylib
Cinema 4D Release 17: c4dOctane-r17.cdl64 or c4doctane_R17_demo.dylib
Version 3.06-TEST4.1 (WORK IN PROGRESS BUILDS)
Moderators: ChrisHekman, aoktar
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
- eyeonestudio
- Posts: 328
- Joined: Fri Oct 18, 2013 5:49 pm
- Location: Seoul, South Korea
- Contact:
Wow Thanks... T4 
1st Report : Alt Gesture Insert : Not Working

1st Report : Alt Gesture Insert : Not Working
CINEMA 4D R2025
Win11 / AMD 7995WX, 3995WX, 3990X, Intel 10980XE / 256Gb RAM / RTX4090, RTX3090 / 100GbE, 40GbE, 10GbE
Win11 / AMD 7995WX, 3995WX, 3990X, Intel 10980XE / 256Gb RAM / RTX4090, RTX3090 / 100GbE, 40GbE, 10GbE
Hi,
thanks for fast releasing. as usual
There is a reason why the "ref shader" to be scheduled in c4d part ?

Otherwise I just finished a job on a huge archviz model with the previous version (3.06-test3.1) and I have nothing to declare apart that I had no problems at all for 2 weeks
.
ps/
It seems that it works here ...
thanks for fast releasing. as usual

There is a reason why the "ref shader" to be scheduled in c4d part ?

Otherwise I just finished a job on a huge archviz model with the previous version (3.06-test3.1) and I have nothing to declare apart that I had no problems at all for 2 weeks

ps/
eyeonestudio wrote:Wow Thanks... T4
1st Report : Alt Gesture Insert : Not Working

It seems that it works here ...
Last edited by pxlntwrk on Thu Mar 23, 2017 9:38 pm, edited 1 time in total.
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pxlntwrk.net
pxlntwrk.net
Sometimes it's not working on start. Try to close open Node Editor or do somethings and try again.eyeonestudio wrote:Wow Thanks... T4
1st Report : Alt Gesture Insert : Not Working
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
Great to hear! I'm still forcing my brain to fix/change or improve small things on every possible sections. And on interactivity performance. So i wish to keep it as test for a while until i get conviced.pxlntwrk wrote:Hi,
thanks for fast releasing. as usual![]()
There is a reason why the "ref shader" to be scheduled in c4d part ?
Otherwise I just finished a job on a huge archviz model with the previous version (3.06-test3.1) and I have nothing to declare apart that I had no problems at all for 2 weeks.
ps/eyeonestudio wrote:Wow Thanks... T4
1st Report : Alt Gesture Insert : Not Working
It seems that it works here ...
Btw somebody wished to see refShader in list. That's why.
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
re,
Is the "Refshader" c4d native ?
Is the "Refshader" c4d native ?
:::::::::::::::::
pxlntwrk.net
pxlntwrk.net
Not from native or octane. It's from me. I added in first times of octane to use for linking textures. We did not had Node Editor to do this.pxlntwrk wrote:re,
Is the "Refshader" c4d native ?
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
Ok thanks for answer (its an Aoktar native one
)

:::::::::::::::::
pxlntwrk.net
pxlntwrk.net
- stefano-dear
- Posts: 118
- Joined: Mon Apr 04, 2016 12:06 pm
@aoktar @pxlntwrk
I love Refshader !
I still use it to link node editor to environement texture and "paint" my HDRs with image lights and gradients before I bake them to a single HDR. It doesn't update as fast but it works! There's a quick tip for you.
Regards
Milan
I love Refshader !
I still use it to link node editor to environement texture and "paint" my HDRs with image lights and gradients before I bake them to a single HDR. It doesn't update as fast but it works! There's a quick tip for you.

Regards
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780