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Cinema4D 2022.1-[R10] (Previous stable) (26.03.2023)

Posted: Fri Nov 25, 2022 11:19 am
by aoktar
Hi all,
This is the stable plugin build based on stable 2022.1 SDK. Any feedback will be much appreciated. Enjoy it!
This is the Standalone matching Standalone 2022.1.

Make sure to use a NVIDIA Studio driver with version at least 456.38 on Windows.


IN ANY CRASH CASE PLEASE DO THESE!!!
If you see CUDA errors follow 1,2,3,4.
1- Use NVIDIA STUDIO drivers, not Game Ready versions. If you have stability issues try different drivers, some of them could cause instability issues. Make a clean install while doing this to be sure previous files completely removed.
2- Check GPU frequency. Overclocking would cause instability issues
3- Check PSU. Insufficient power output would cause instability issues
4- Check the free amount of GPU's VRAM and system's RAM while working. Low VRAM will/may cause CUDA errors. Be aware of some generator objects will have different triangle count in Picture Viewer than Live Viewer. It’s like “editor/render” parameter. Just try to use the same value. Also try to optimize your scene for polygon count, even use smaller images. Try to use Octane texture nodes rather than using C4D texture/shaders.
Alternatively, use V4 and Out-of-core(OOC) function. Increase RAM for OOC and It should not exceed physical RAM amount. Check TDR value and increase if it's necessary.
5- If you see C4D crashes without CUDA errors, then send us bugreport.zip, screen-shots and video capture to show process and crash moment. Also please send us a sample scene in a format of C4D or ORBX to let us investigate and test it. Alternatively, try to delete/hide some objects/materials until crash gone away. If you find what's causing crashes, send us a sample scene to let us for investigating and bring a fix or solution.
Thanks for helping the development by your feedbacks! It’s impossible to quickly catch every case without user feedbacks! It’s the same procedure as other companies do like Maxon/etc...


2022.1-[R10] plugin revisions
  • Added transform motion blur support for Octane Lights. See motion blur tab in Octane Light tags
  • Fix: slider refresh problem on Octane sliders in HSV mode
  • Fix: new ORBX export method and ignored time-sampling values
  • Fix: LV periodic refresh issue when stacked material and Vertexmap used together

    2022.1-[R9] plugin revisions
    Removed R9 because of stability issues. Fixed build will be out ASAP. Stay with R8 until that.

    2022.1-[R8] plugin revisions
    • Added new ORBX export command to Live Viewer for RNDR jobs: "Animated package for RNDR (orbx)". It will call the new export method from Picture Viewer, old exporter still here!
    • Speed up on exporting the animated ORBXs for several cases through the Octane Render Settings and new "Animated package for RNDR" command.
    • Fix: Immediate update on custom LUTs list after reload button
    • Fix: Hair tab is unvisible when the splines used under Cloner
    • Fix: Wrong thickness on last vertex with Spline/hair rendering
    2022.1-[R7] plugin revisions
    • Fix: Octane Color GUI, slider reset problem in HSV mode
    • Fix: Broken compatibility mode parameter for kernels, except DL kernel
    • Fix: Colorspace was always sRGB in previews for ImageTextures and fixed wrong output for material previews in the case
    2022.1-[R6] plugin revisions
    • Fix: a crash on environment manager
    • Fix: Crash on "Delete unused materials" and "Octane Texture Dialog" combination
    • Improvements on safe frames checkbox and parameter change feedback
    • Fix: HDRLS's close operation for Live Viewer
    2022.1-[R5] plugin revisions
    • Added "Mesh to Volume" feature with Octane Object tag, now particles tab is always visible. Just select "Mesh to Volume" in tag and add some medium, tweak it.
    • Fix: missing group entry in side node menu after a search operation
    • Added visibility support to childs of scatter objects
    • Fix: wrong color transfer for Object display colors, backward compatibility fix added by version conversion. Also layer mode is supported for object color
    2022.1-[R4] plugin revisions
    • Fix: Scatter object colors
    • Fix: Octane sliders in 'Custom Pattern' nodes
    2022.1-[R3] plugin revisions
    • Mograph color support in Scatter Object for Matrix objects
    • Fix: Nonfunctional "use primitives" parameter in Octane Light Tag, light primitives was not working because of it
    • Fix: Wrong "Blend color space" option numbers on export
    • Fix: Wrong "coherent ratio" conversion
    • Added the support for Vertexmap tags on Field driven primitives
    2022.1-[R2] plugin revisions
    • Native light/object linking by using Cinema 4D's light Project section.
      It's selectable from Kernels->C4D_Light_Linking parameter for backward compatibility and still needs some improvements/fixes.
      Note that will overwrite the LightIDs if you set in Octane Light Tag.
    • Motionblur performance fix on xpEmitter with high particle counts
    • Fix: a crash on copy/paste a scatter object which has any effector
    • Fix: Missing the small material preview ball issues
    • Added Standard surface to Sub_Material
    • Added Localize/Globalize commands to Octane Texture Manager
Mesh to Volume examples
Mesh to Volume examples
First implementation for light/object linking
First implementation for light/object linking
Localize/Globalize and relink buttons for selected assets
Localize/Globalize and relink buttons for selected assets
WINDOWS STUDIO+ BUILD (R15-26/R2023)
https://render.otoy.com/customerdownloa ... 10_win.rar

Mac OSX Prime BUILD (R25-R26/R2023)
https://render.otoy.com/plugindownloads ... OSX_m1.zip

WINDOWS DEMO BUILD (R15-26/R2023)
https://render.otoy.com/plugindownloads ... 10_win.rar

Please note the macOS build below will only work correctly on macOS 12.3.1 and newer, and only on Apple Silicon.

Requirements:
-You'll need to update your Cinema 4D to latest versions(R16.050, R17.053, R18.057, R19.053, R20.057, R21.115, S22.118, R23.110, R24.111, R25.117, R26.107, R2023.1). 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 the firewall and any antivirus software.
-Nvidia drivers at least Nvidia Studio Drivers(minimum 456.38) and be careful with latest Game Ready drivers which can cause cuda errors. Stay with stable one for you.


ONLINE HELP MANUAL
Use embedded help buttons from Octane nodes and windows
or from link: https://docs.otoy.com/cinema4d/OctaneRe ... ema4D.html


Installation
First, remove all octane related stuff from plugins and the 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 R2023, keep only "c4dOctane-R2023.xdl64" and delete c4dOctane-R26.xdl64, c4dOctane-R25.xdl64, c4dOctane-R24.xdl64, c4dOctane-R23.xdl64, etc..

Re: Cinema4D Studio+ 2022.1 (Latest stable) (19.11.2022)

Posted: Fri Nov 25, 2022 11:50 am
by eyeonestudio
Finally.... Thank You. 2022.1 :)

Re: Cinema4D 2022.1 (Latest stable) (19.11.2022)

Posted: Fri Nov 25, 2022 5:57 pm
by JEEK
This is absolutely amazing, thank you so much!

My only question is this: I got really interested in trying out the Shape Field texture node, but after much trial and error, I couldn't figure out how to make it work within the C4D plugin. I used the Fields.orbx project file provided in the post of the Standalone release as a point of reference, but in C4D, the "Field texture" node does not have a "Core Shape SDF" input. I tried to work around this in various ways, but alas, I never came close to making it work.

Any insight or guidance would be greatly appreciated.

Thanks!

Re: Cinema4D 2022.1 (Latest stable) (19.11.2022)

Posted: Sat Nov 26, 2022 2:39 am
by SSmolak
I'm very happy with 2022.1 version. It's amazing ! But especially I like how Scatter is expanded by fully using nodes inside itself. Poisson distribution is crazy fast and best for use grass.

It is great with using Noise/Turbidity mode inside Random Effector.

It would be great if it use noises for distribution. What are samples for ?

Using only single grass blades without patches/clumps 200000 instances with displacer, remesh and constraints it is crazy fast. Twice as fast than in this video because of my slow, old CPU during recording. Thank you, great work !

Re: Cinema4D 2022.1 (Latest stable) (19.11.2022)

Posted: Sat Nov 26, 2022 4:50 am
by AaronWestwood
The "Jittered Color Correction" is SUCH AN AMAZING new addition for cloning. So so good.

I just wondered if this was possible as an addition to it...if we were able to control the color variation based of a texture/noise?

Currently its a random breakup which is also fantastic, but being able to art direct the breakup would be even better (especially when it comes to nature scenes)

Is this something that's doable?

Re: Cinema4D 2022.1 (Latest stable) (19.11.2022)

Posted: Sat Nov 26, 2022 6:24 am
by SSmolak
AaronWestwood wrote:
I just wondered if this was possible as an addition to it...if we were able to control the color variation based of a texture/noise?
Yes, by masking it :
jitter_mask.jpg
Also you can always do that using noise connected to gradient using world coordinations not object/uv.

Re: Cinema4D 2022.1 (Latest stable) (19.11.2022)

Posted: Sat Nov 26, 2022 7:15 am
by AaronWestwood
SSmolak wrote:
AaronWestwood wrote:
I just wondered if this was possible as an addition to it...if we were able to control the color variation based of a texture/noise?
Yes, by masking it :
The attachment jitter_mask.jpg is no longer available
Also you can always do that using noise connected to gradient using world coordinations not object/uv.
Heya! Not exactly what I was meaning.

Ive been using the gradient/world space method for some time, which is an OK-ish solution, but up close the projections can get quite dirty.

As you pointed out the masking is also great, but not what I was suggesting (its awesome to have though :) ).

Re-phasing, if we could control the distribution of the color variation, so each clone is its own unique color (like the jitter already does) but we can drive/modulate the variation by a noise pattern/float texture...not just limited to random. Like my 'Modulate" example, but it wouldn't rely on projections...(it obviously wouldn't have the shading, each clone a static color)

Re: Cinema4D 2022.1 (Latest stable) (19.11.2022)

Posted: Sat Nov 26, 2022 7:25 am
by SSmolak
Yes, this is limited. I thought the same when I first time used it. But for vegetation is good. It would be good that it randomness works not only for instances/clones. Anyway what you ask it always can be done by other nodes and gradients. Not as simple like in one interface but always.

Re: Cinema4D 2022.1 (Latest stable) (19.11.2022)

Posted: Sat Nov 26, 2022 7:32 am
by AaronWestwood
Would be great the have a dev's take on it, as it seems all the building blocks are right there :)

Re: Cinema4D 2022.1 (Latest stable) (19.11.2022)

Posted: Sat Nov 26, 2022 7:41 am
by SSmolak
What about using Gradient in Complex mode where you can connect different inputs from Jittered Color Corrections drived by noise ?

And every Jittered input should be masked before.