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Octane Object Tag

Posted: Tue Sep 26, 2017 7:32 am
by mguisado
Greetings, I´m trying to understand how the Object Tag works, in particular the subdivision tab.
Am I supposed to not to use the native C4D Subdivision Surface (before called Hypernurbs) and use the Octane Object tag subdivision?

I see no mention AT ALLl about this tag on the plugin manual, which is quite weird.
https://docs.otoy.com/Cinema4DH/C4DPlug ... =Objecttag

It all started when I had to optimize a heavy scene, cause I was running into a black render to picture viewer issue, like here:
viewtopic.php?f=30&t=53822


Thanks in advance!

Re: Octane Object Tag

Posted: Tue Sep 26, 2017 8:12 am
by aoktar
These are related topics
https://docs.otoy.com/Cinema4DH/C4DPlug ... ectTag.htm
https://docs.otoy.com/Cinema4DH/C4DPlug ... dering.htm

Object tag is designed to define which objects are movable at first time. Later some more features are loaded as you can see in their tabs.
Try to understand why we have movable objects. First reason that Octane has a feature which can partially change any data without touching rest of octane scene. Object tag define which objects are movable and defines that plugin would detect changes and apply these objects in particular mean. Rather than this it can help on visibility/layer/etc... features of objects.

You should check first the Octane Log window when you have a black render. Look for any Cuda failures. Also always keep your eyes on LV's scene information for VRAM usages. You have to keep your VRAM usage under the GPU limits. It can give render failures when you don't have enough free VRAM. Also don't forget some objects can have different triangle counts when you render to Picture Viewer. Because LV is using Editor geometry data, but PV is using Render geometry data.

Re: Octane Object Tag

Posted: Tue Sep 26, 2017 6:41 pm
by mguisado
Thanks a lot. I can't believe I didn't find it on the manual.

Super helpful.