Cinema4D Noise created in Standalone not working via LiveDB

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speltrong
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If you create a Noise4D node in C4D Octane, attach it to a material, and put it in the LocalDB, you can load that material back into C4D Octane and it works. You can also load it into Standalone and it works (as a "Cinema 4D Noise" type node there).

If you download that material to Standalone, edit it, and post it back to the LocalDB (or LiveDB), when you open it again in C4D Octane, that node is missing.

If you create a new material in Standalone, add a Cinema 4D Noise to it, save it in the LocalDB/LiveDB, and open it in C4D Octane, the Cinema 4D Noise node is missing.

It doesn't appear that you can post materials from C4D Octane to the LiveDB, so this could be an issue if you have to go through Standalone to post it and want to use that material in C4D.

Win10 Home 21H2, RTX3080 Mobile 16GB, 64GB RAM, NVIDIA 516.94, Standalone version 2021.1.5 (also v2022.1 XB4), C4DOctane v2022.1-XB3-(R4), C4D version R26.015
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aoktar
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C4D noise has not any equivalent on Octane side. It's exporting as OSL script or baked texture. This depends to your node settings. So imported node will be OSL script or imagetexture.
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speltrong
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@aoktar: Did a whole lot more testing in 2021.1.5 (R26), and there are two issues at hand here:

1. Any nodes plugged into the following channels in the Universal Material disappear when the material is added to the LocalDB and then recalled back to the scene:
{Main Channels} Bump, Normal, Edge Tint.
{Diffuse Material Layer Channels} Diffuse, Rougness, Layer Opacity
{Metallic Material Layer Channels} Rougness, Specular, Film Width, Rotation, Layer Opacity
{Sheen Material Layer Channels} Sheen, Sheen Roughness, Layer Opacity
{Specular Layer Channels} Transmission, Roughness, Specular, Film Width, Rotation, Layer Opacity

2. The following nodes disappear in the Universal Material regardless of which channels they are plugged into when the material is added to the LocalDB and then recalled back into the scene:
Image Tiles, Instance Color, Noise4D, UVW Transform, Color squares, Fractal, Moire Mosaic, Chaos, Spotlight Distribution

All of these nodes DO appear and work properly in the same version of Standalone when opened there. The problem occurs when C4D Octane is retrieving these materials.

Testing Notes:
https://docs.google.com/spreadsheets/d/ ... =851671744

See attachments for screenshots and C4D/OCS files. everything works fine in the OCS, but the C4D has missing nodes.
Missing Channel Issue - UM Channels.png
Missing Channel Issue - Material Layers.png
Disappearing Nodes.png
Attachments
Missing nodes.zip
(196.18 KiB) Downloaded 82 times
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aoktar
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Some of your determinations are correct. Some nodes are missing on material convert back, some are doing well. Because of time-lack to implement this and forgot to do later.
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speltrong
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aoktar wrote:Some of your determinations are correct. Some nodes are missing on material convert back, some are doing well. Because of time-lack to implement this and forgot to do later.
Thanks for looking into it :)

I'm currently building a starter material set for the LiveDB, and at least having the Bump/Normal channels fixed would be really helpful.
speltrong
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Uncovered another issue related to this.

If there's a Transform Node in the network with custom values, it stops working when the material is downloaded from the LocalDB.

Steps:
1. Build a material, put in a Transform node, set the values. Lock Aspect Ratio can be either on or off.
2. Upload the material to the LocalDB
3. Download the material from the LocalDB
4. Transform node no longer works correctly (see attached)
5. Uncheck "Lock Aspect Ratio"
6. Transform node works properly now.

Visual workflow and c4d test file attached showing the issue.

Octane C4D 2021.1.6(R4), C4D R26, Win10
Transform Lock Aspect Ratio Issue.png
Transform Lock Aspect Ratio LocalDB Issue.zip
(96.82 KiB) Downloaded 83 times
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aoktar
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speltrong wrote:@aoktar: Did a whole lot more testing in 2021.1.5 (R26), and there are two issues at hand here:

1. Any nodes plugged into the following channels in the Universal Material disappear when the material is added to the LocalDB and then recalled back to the scene:
{Main Channels} Bump, Normal, Edge Tint.
{Diffuse Material Layer Channels} Diffuse, Rougness, Layer Opacity
{Metallic Material Layer Channels} Rougness, Specular, Film Width, Rotation, Layer Opacity
{Sheen Material Layer Channels} Sheen, Sheen Roughness, Layer Opacity
{Specular Layer Channels} Transmission, Roughness, Specular, Film Width, Rotation, Layer Opacity
These are not correct because you're probably doing your tests with float textures. And floats are converted to internal float parameters in the nodes. Also rgb textures will go to internal rgb parameters if they have that.
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speltrong
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aoktar wrote:
speltrong wrote:@aoktar: Did a whole lot more testing in 2021.1.5 (R26), and there are two issues at hand here:

1. Any nodes plugged into the following channels in the Universal Material disappear when the material is added to the LocalDB and then recalled back to the scene:
{Main Channels} Bump, Normal, Edge Tint.
{Diffuse Material Layer Channels} Diffuse, Rougness, Layer Opacity
{Metallic Material Layer Channels} Rougness, Specular, Film Width, Rotation, Layer Opacity
{Sheen Material Layer Channels} Sheen, Sheen Roughness, Layer Opacity
{Specular Layer Channels} Transmission, Roughness, Specular, Film Width, Rotation, Layer Opacity
These are not correct because you're probably doing your tests with float textures. And floats are converted to internal float parameters in the nodes. Also rgb textures will go to internal rgb parameters if they have that.
Ok, that makes sense, good to know! I looked back at some of the materials I was trying before, and the issue was actually that I was using nodes in my tests that would disappear anyway (Noise4D, UVW Transform, and eventually float in an effort to simplify the issue). Just tested it again with Marble and an OSL texture and those did survive being put into the LiveDB and downloaded again.

Thanks for the clarification on what happens with the float texture/RGB spectrum :)

-s
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aoktar
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Better to give me some setup to show the your issues. I'll work/fix faster with this way. And also I'll help/explain the ways faster
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speltrong
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Did a little more investigation this morning into the Transform node.

It looks like what's happening is that when the material is pulled down from the LocalDB, it's doing a uniform scale based on S.X regardless of what the S.Y and S.Z values are set to.

See attached file created in C4D R26.015, OctaneC4D 2021.1.6-(r4), Win10.

Methodology:
Tried various X and Y Non-uniform transforms on a variety of nodes (ImageTexture, Checks, Octane Noise, Sinewave, Marble). This affected all of them (Sinewave didn't matter since it only scales on one dimension anyway).

Set up Checks node where X was scaled to 1, 0.1, 0.01, 10, and Y was scaled at various values. Posted all to LocalDB. When retrieved from the LocalDB, they all appeared to uniformly scale using the X value.
Transform Issue mult types.zip
(395.81 KiB) Downloaded 86 times
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