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Updated to c4d2026 and Octane 2025.4 no frame progress in the picture viewer?

Posted: Thu Oct 23, 2025 4:57 pm
by BLKRCAT
I've googled and clicked around the interface a bit and can't seem to find a definitive answer to the issue I'm seeing.

Many years of octane and c4d under my belt but with changes come new issues to understand.

I set up a test scene to play with the new fluids in c4d. Everything within octane and the live viewer were fine. I go to render the sequence and the picture viewer is blank, but I see files writing to the history, and files writing to my disk.

The weird thing is also that the first frame will take it's time to render, but the subsequent frames will just fly through and it'll all be rendering frame 1 in my sequence.

Not sure what I'm missing here, I read that maxon changed some of the rendering architecture for 2026 but looking for more direct info if anyone has it!

Re: Updated to c4d2026 and Octane 2025.4 no frame progress in the picture viewer?

Posted: Fri Oct 24, 2025 8:01 am
by bepeg4d
Hi,

Please make sure to have not enabled the ORBX EXPORT options in Render Settings/OctaneRender/Main tab, or the scene will be saved as .orbx on your disk, instead of rendering in Picture Viewer:
IMG_6067.jpeg
ciao,
Beppe

Re: Updated to c4d2026 and Octane 2025.4 no frame progress in the picture viewer?

Posted: Fri Oct 24, 2025 1:19 pm
by BLKRCAT
Thanks Beppe, I checked the setting and it was already turned off.

Re: Updated to c4d2026 and Octane 2025.4 no frame progress in the picture viewer?

Posted: Fri Oct 24, 2025 1:38 pm
by BLKRCAT
OOOOK I think I know what happened here.

For future people, I believe this was a GPU conflict. I had heard in a tutorial that the new fluids system is GPU accelerated. I thought that caching the fluid mesh data would read from the cache file but this seems not to be the case. It still seems to use GPU acceleration which I think caused a render conflict.

Caching the particle mesh to alembic was the solve in this case but I'm still open to suggestions if there's a better workflow that's more art directable and doesn't require the liquid mesh to be baked to ABC.