Version 3.08-RC2

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aoktar
Octane Plugin Developer
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Joined: Tue Mar 23, 2010 8:28 pm
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Hi all,
Here is new plugin built over OctaneRender 3.08-RC2 SDK . Enjoy it and don't hesitate to give any feedbacks!

WINDOWS REGULAR BUILD
https://render.otoy.com/customerdownloa ... C2-win.zip

WINDOWS SUBSCRIPTION(Studio) BUILD
https://render.otoy.com/customerdownloa ... C2-win.zip

OSX REGULAR BUILD
https://render.otoy.com/customerdownloa ... Macosx.zip (R19 is not yet avaliable due compile problems)

OSX SUBSCRIPTION(Studio) BUILD
https://render.otoy.com/customerdownloa ... Macosx.zip (R19 is not yet avaliable due compile problems)


OctaneRender™ Standalone 3.08-RC2
viewtopic.php?f=33&t=66007

For an overview of all new features of 3.08, please read the new features thread.

Plugin changes:
name change: Uber renamed as Blend to avoid confusions for future developments.
gui fix: Settings editor, added: lut strength and max.tonemap interval
fix baking texture speed
fix: preparation time of volume object(as generator) in Animation rendering
added "disable camera motion blur" in camera tag.
fix: preview crashes on node editor
fix: undo refresh problems in node editor
improved uber material interface and limits
fix: double octane node for usage of one node to two material/texture/etc..
improved material preview performance and fixed delays due previews
fix: transform node, lock on scale parameter
added: "Locate" button in ImageTexture
fix: vdb crash when start=end+1
fix: csv mode crash in scatter


All renderer based changes since version 3.08 TEST 6:
Added support for Volta. Since we have to use CUDA toolkit 9.1 for that, you may have to update your graphics driver.
Added a light direction pass which estimates the direction from where most of the light is coming.
Added an irradiance beauty pass.
Added pin "Irradiance mode" to the direct lighting, path tracing and PMC kernel nodes, which works similar to clay mode, but is only applied to the first bounce, disables bump and makes samples that are blocked by back faces transparent. (In case you are wondering: This is required for baking in Unity).
Added 5 volume passes which record properties of volumes, the environment medium and specular materials with IOR of 1 and transmission of 1. These will not be recorded in the SSS anymore, allowing you to compose volume passes on top of the residual surfaces passes (like Diffuse, Reflection, etc.):
Volume mask: Records all absorption of volumetric media up to the first (surface/volume) bounce. It needs to be multiplied with the sum of all surface passes.
Volume: Records all contributions of scattering media excluding the emission. Needs to be added to the product of the volume mask and surface passes.
Volume emission: Records all emission of volumetric media up to the first (surface/volume) bounce. Needs to be added to the product of the volume mask and surface passes.
Volume Z-depth front: Records the start of the Z-depth interval of volumes up to the first bounce.
Volume Z-depth back: Records the end of the Z-depth interval of volumes up to the first bounce.
Added wavelength dependendent IOR for to the metallic material. There are now three different modes you can choose from:
Artistic: Ignores the IOR settings and uses the Schlick approximation to calculate the Fresnel term. The specular color is rendered as it is specified in the pin "Specular color".
IOR + color: Uses the (complex) IOR specified in the pin "Index of refraction" to calculate the reflection of the material and applies only the tint of the specular color channel.
RGB IOR: Uses the three complex IOR input values (which correspond to 650nm, 550nm, 450nm wavelengths) to approximate the reflective spectrum of the metal.
Added sheen to the glossy and the metallic material nodes.
Added support for the 2nd and 3rd UV channels in displacement mapping.
Added meta tags to allow OSL shaders to explicitly set up the default projection type for projection inputs (see "Point inputs" in https://staging-docs.otoy.com/osl/input ... index.html).
Added pin "Displacement direction" to the displacement node which allows you to choose which displacement vectors should be used.
Added an OSL baking camera node (required for the Unity plugin, see "Using the baking camera" https://docs.otoy.com/osl/camera/index.html).
Improved accuracy of Fresnel of the metallic meterial.
Improved the RGB to spectrum conversion, which slightly reduces the noise for highly saturated RGB colours (especially when used in scattering / absorption media).
Various improvements of the OSL and Lues editors in the Standalone, like asking for a reload when the code in a node item got changed or showing the name of the currently edited node item.
The progress bar while loading Alembic files shows now the actual progress.
Delayed the ORC authentication to avoid that the Octane startup hangs for several seconds.
Disabled ORC integration in net render slave builds (causing weird logging messages).
Replaced the DPI settings of the material preview with an object size you can specify directly.
Trying to improve displacement mapping in various corner cases and to improve handling of degenerated UV triangles in displacement.
Fixed normal orientation of displaced triangles if the UV map is mirrored.
Fixed missing GI clamp of beauty render passes.
Fixed ignored toon lights which were connected with an object layer map node.
Fixed vertically flipped order in the instance colour texture node.
Fixed incorrect evaluation of mix textures in the normal channel.
Fixed sampling of the Ward BRDF.
Fixed incorrect rendering of gradient texture with a control point set at 1.0.
Fixed tangent vector calculation on sphere primitives.
Fixed corner cases in metallic reflection with IOR set to (0, 0i).
Fixed various issues of OSL over network rendering.
Fixed OSL pow() function for a negative base and integer exponents.
Fixed type casts from OSL float to int, which was rounding instead of truncating and which happened in some (random) circumstances.
Fixed the default projection for procedural texture nodes to use world space (as in 3.07).
Fixed loading of bool input values of OSL shaders from OCS files.
Fixed appearance of integer OSL inputs without any bounds (no slider is shown in that case).
Fixed OSL shaders with array inputs.
Fixed default colours of the triplanar texture inputs.
Fixed the object space mode of texture projections.
Fixed switch between material node types to not copy over roughness between diffuse and glossy/specular/metallic materials.
Fixed kernel failure when a preview of an unconnected material linker is rendered.
Fixed a crash when you try to use the gizmos in a scene with a baking camera.
Fixed missing toon light linker nodes.
Fixed issue that would cause LiveDB thumbnails to not to be downloaded in some cases.
Fixed crash while loading Alembic files with curves and incosistent width information.
Fixed (rare) crash in octane-cli.exe.
Lua: Added option octane.PROPS_RENDER_START.restartwhich allows a Lua script to define if octane.render.start should restart or continue rendering. Until now it was always restarting.
Lua: Added octane.package.getFileList() to determine the complete list of all files stored in an ORBX package.



Requirements:
-You'll need to update your Cinema 4D to latest versions(R16.050, R17.053, R18.057, R19.053). 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(most recents like 39x.x) with Cuda 9.1 - change driver versions if you have much trouble with current driver


MANUALS:
Offline HTML: https://render.otoy.com/plugindownloads ... manual.zip (extract to c4doctane directory)
Online manual: https://docs.otoy.com/Cinema4DH/C4DPluginManual.htm
Partial help for Instance Color and Instance Range nodes:
Instance Color: https://drive.google.com/open?id=1uMyw4 ... mvoaHyYBVb
Instance Range: https://drive.google.com/open?id=1FF1ad ... eY8XjD10w1

V3 SAMPLE SCENES SET(make a request if you need any spesific sample)
https://render.otoy.com/plugindownloads ... scenes.rar
The attachment _Instance_Colors.rar is no longer available
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 R18.0, keep only "c4dOctane-r18.cdl64" and delete c4dOctane-r17.cdl64, c4dOctane-r16.cdl64, c4dOctane-r15.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
Cinema 4D Release 18: c4dOctane-r18.cdl64 or c4doctane_R18_demo.dylib
Cinema 4D Release 19: c4dOctane-r19.cdl64 or c4doctane_R19_demo.dylib
Attachments
_Instance_Colors.rar
(783.11 KiB) Downloaded 330 times
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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zoppo
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Cool, thanks :D

But the post is in the wrong sub-forum.
C4D 2025 | Win10
milanm
Licensed Customer
Posts: 261
Joined: Tue Apr 30, 2013 7:23 pm

Fantastic!

Thank you very much for the update Ahmet. Also, thanks for adding 'LUT strength' and 'Max. tonemap interval' parameters! =)

Regards
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
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aoktar
Octane Plugin Developer
Posts: 16063
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

Sorry for confusion on builds. Windows version is OK now, please re-download and install if you got first builds. I'm uploading OSX builds too...
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
VVG
Licensed Customer
Posts: 301
Joined: Sat May 07, 2016 2:34 pm

aoktar wrote:Sorry for confusion on builds. Windows version is OK now, please re-download and install if you got first builds. I'm uploading OSX builds too...
now works Volume, thanks.

and deleting critical reviews is in the style of this company.
Win 10x64, AMD 1950x 16C/32T, RAM 32Gb, RTX 3060x3
Octane-for-C4D(R23.110)2021.x.x, Cycles4D, Centileo. Nvidia 472.47 STUDIO
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zoppo
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Posts: 303
Joined: Wed Dec 09, 2015 10:37 am
Location: München
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VVG wrote:
aoktar wrote:Sorry for confusion on builds. Windows version is OK now, please re-download and install if you got first builds. I'm uploading OSX builds too...
now works Volume, thanks.

and deleting critical reviews is in the style of this company.
Your comments weren't critical but very rude and annoying. You should be happy they vanished because honestly they did reflect quite poorly on you.

@Aoktar - offline mode is still disabled until further notice?
C4D 2025 | Win10
User avatar
aoktar
Octane Plugin Developer
Posts: 16063
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

zoppo wrote: @Aoktar - offline mode is still disabled until further notice?
Yes! Offline will be here with final release.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Studio21
Licensed Customer
Posts: 212
Joined: Wed Nov 16, 2016 11:14 am

Thx for the update ahmet :)

and yes WG, even if there is a bug and ahmet missed ur post, no need for that attitude man.
VVG
Licensed Customer
Posts: 301
Joined: Sat May 07, 2016 2:34 pm

zoppo wrote:
VVG wrote:
aoktar wrote:Sorry for confusion on builds. Windows version is OK now, please re-download and install if you got first builds. I'm uploading OSX builds too...
now works Volume, thanks.

and deleting critical reviews is in the style of this company.
Your comments weren't critical but very rude and annoying. You should be happy they vanished because honestly they did reflect quite poorly on you.
I'm happy with other things. Not from the program and the forum.
Win 10x64, AMD 1950x 16C/32T, RAM 32Gb, RTX 3060x3
Octane-for-C4D(R23.110)2021.x.x, Cycles4D, Centileo. Nvidia 472.47 STUDIO
renderingz
Licensed Customer
Posts: 153
Joined: Fri Nov 06, 2015 12:09 pm

Does this build address the issue of octane not reading the new vertex map channels in realflowc4d 2.5?
Win `10/ Cinema 4D R17 / 2 x 780 GTX 6GB + 2 x 980ti
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