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Octane 2027.1 Alpha 3 for Cinema4D - 2.0.0 - Alpha Release

Posted: Mon Oct 05, 2026 1:10 pm
by ChrisHekman
Hi all,

This is the experimental OctaneRender 2027.1 Alpha 3 version of the 2.0.0 plugin build.
It includes all the changes from the Plugin 2026.5 - 2.0.0 build along side the new Octane 2027.1 Alpha 3 features


This is our first 2.0.0 release! For the last year an a half we have been working on getting the C4D plugin into better shape.
We worked on stability and usability and worked on filling in many of the gaps in existing features.
Additionally we have worked on refactoring and building new sysems to facilitate faster and more stable development of new features.
We will be releasing these new features in the upcomming 2.x.x builds.
For this build we are starting with Realtime Rendering, Texture Manager Refactor, and Gaussian Splat rendering in the C4D viewport.
Furthermore the build has a new look as we have improved the icons of the LV and many of the Octane scene Objects and Tags.

In the upcomming builds we will releasing improvements and features such as:
Multiple Render Settings(RenderTargets), Improved Picture Viewer Export Settings, C4D Nodegraph support

This build contains OctaneRender 2027.1 Alpha 3

To see what the future holds, check out our Trello!
https://trello.com/b/1HYU24R0/octanec4d

Known issues:
  • MacOS support will come later
  • Material Pick can freeze the plugin
  • When using multiple gpus it is possible real time mode does not work as C4D and Octane. It sometimes can be fixed when live switching GPUs in octane
2027.1 Alpha 3 - 2.0.0 Plugin Changes
  • Octane 2027.1 Alpha 3
  • Added Vectron Bake SDF to mesh object with baking volume size, offset and rotation (viewport box and handles)
    * This node type will change in the future
  • Added polarization filter (intensity, rotation) to the thin lens, universal and realistic lens cameras
  • Added real-time denoiser quality mode to the camera tag imager
  • Added visibility cache to environment objects (Daylight and Texture environment etc)
  • Added MaterialX material MxSurface
  • Added Physical Optics Material
  • Added OpenPBR 1.2 (specular haze, retro-reflectivity, emission weight) - older scenes stay on OpenPBR 1.1
  • Added Retro-reflective materials and layers
  • UV sets go up to 10 now
  • Added UV set input to texture displacement for high quality UV atlas baking
  • Added baking mode display (UV atlas / Normalized UV) to texture displacement
  • Added Burley diffuse BRDF - BRDF model lists now come from Octane (diffuse layer also gets Oren-Nayar energy preserving)
  • MaterialX BSDFs can be used in material layer slots, and material layers in MaterialX inputs
  • Added realtime denoise setting
  • Added opacity pin to baking texture
  • Added emission to null material
  • Added baking texture
  • UVW Vertex Attribute projection
  • Fixed retro-reflective toggle not sent correctly on the standard, sub and layer materials
  • Fixed first mesh UV set missing its UVW tag name
  • Fixed removed UVW tags leaving their UV set on the Octane mesh
  • Fixed image texture output type when switching between RGB, grayscale and alpha images
  • Fixed crash a node had no object link
2026.5 - 2.0.0 Plugin Changes
  • Upgraded to OctaneRender 2026.5
  • Realtime mode in Live Viewer (Windows C4D 2026 only)
    This feature shares the octane render results as a GPU texture with C4D resulting in a smoother and faster LV
    Will be extended with realtime denoising in Octane 2027 giving realtime noisefree results in the LV
    For Multi-GPU setups it is required to have both C4D and Octane use the same GPU for the render results
  • Gaussian splat viewport rendering (C4D 2026 only)
  • Icons update for Live Viewer
  • Icons update for Objects and Tags
  • Texture Manager Refactor
  • Liquid velocity vector support
  • Gaussian splat loading by plugin
  • SPZ format support for Gaussian Splats
  • Added Gaussian log type
  • Voronoi Fracture fragments now each get their own instance ID
  • NRC Online Training and SPP options on Photon, Direct, and Pathtracing kernels
Fixes
  • Fixed anisotropic pins not appearing on material layer nodes
  • Fixed error in the log if a Volume Fog object is created
  • Fixed Color picker live update issue
  • Fixed issue with chinese color space names
  • Removed outdated slider types
  • Fixed MaterialX UI bug in attribute viewer (Happened on latest versions of C4D 2026)
  • Fixed Texture manager mac crash
  • Fixed projection node compatibility issues in older scenes. This fixes issues with upgrading to latest plugin version
  • Fixed first mesh UV set missing its UVW tag name
  • Fixed removed UVW tags leaving their UV set on the Octane mesh
  • Fixed image texture output type when switching between RGB, grayscale and alpha images
  • Fixed crash in deleteSubApiNodes when a node had no object link
  • Fixed warnings/error messages for simulated camera
  • Fixed issue with certain OCIO files
  • Fixed importance sampling issue
Downloads:
WINDOWS STUDIO+ 2026.5 - 2.0.0 (R21-R2026)
Installer
Archive



Support
Some important notes about these builds:

The minimum NVIDIA driver version required is R535 (R572 for GeForce RTX50 series).

Open Image Denoise is supported on CUDA compute model 7 and later, we fallback to the CPU version on machine with older models.


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...



Please note the macOS build will only work correctly on macOS 14.5 and newer, and only on Apple Silicon.

Requirements:
-You'll need to update your Cinema 4D to latest versions(R21.115, S22.118, R23.110, R24.111, R25.117, R26.107, R2023.2, R2024.5.1, R2025.3.3, R2026.1.2). 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 528) 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/OctaneRenderforCinema4D.html


Archive 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: Octane 2027.1 Alpha 3 for Cinema4D - 2.0.0 - Alpha Release

Posted: Mon Oct 05, 2026 3:19 pm
by Tim0042
Hey, I believe the download links still go to the 2026.5 version of the plugin, not yet the new Alpha?

Re: Octane 2027.1 Alpha 3 for Cinema4D - 2.0.0 - Alpha Release

Posted: Mon Oct 05, 2026 4:50 pm
by ChrisHekman
Tim0042 wrote: Mon Oct 05, 2026 3:19 pm Hey, I believe the download links still go to the 2026.5 version of the plugin, not yet the new Alpha?
Fixed, try now

Re: Octane 2027.1 Alpha 3 for Cinema4D - 2.0.0 - Alpha Release

Posted: Tue Oct 06, 2026 12:49 pm
by Martange
Incredible features... That's a game changer.
I can't seem to export in real time though, C4D crashes each time I try to save a frame through the C4D renderer while Realtime is activated.

Re: Octane 2027.1 Alpha 3 for Cinema4D - 2.0.0 - Alpha Release

Posted: Tue Oct 06, 2026 3:47 pm
by David_S
«Error:Plugin Initialization failed» on OSX

C4D 2026.4, MacBook Pro M4 Max, Tahoe 26.6.2

Re: Octane 2027.1 Alpha 3 for Cinema4D - 2.0.0 - Alpha Release

Posted: Wed Oct 07, 2026 4:46 am
by lhy2495724656
Hello OTOY team,
I would like to request that Toggle GPU Texture Viewer and Real-time Neural Rendering be independently controllable in the Cinema 4D plugin.
Current behavior
In OctaneRender 2027.1 Alpha 3 for Cinema 4D / Plugin 2.0.0, enabling Toggle GPU Texture Viewer appears to put the Live Viewer into the real-time neural rendering path.
The Imager > Realtime Denoiser panel does not provide an Off / Disabled option. It only provides a Quality Mode selector with:
- Max Quality
- High Quality
- Balanced
- Max Performance
- Ultra Performance
So there is currently no way, from this UI, to keep the sharper GPU Texture Viewer display while returning to normal progressive Path Tracing.
Why I need this
The traditional Live Viewer display has appeared noticeably blurry for me in newer Cinema 4D versions. I have experienced this since Cinema 4D 2025.2.
The new GPU Texture Viewer greatly improves the display sharpness, which is very useful even when I do not want neural rendering.
For look development and technical comparison, I sometimes want:
- the sharper GPU Texture Viewer display;
- normal progressive Path Tracing;
- no real-time neural reconstruction;
- normal render-pass access such as DeMain (Denoised Main);
- a stable reference image for evaluating lighting, materials, fine texture detail, reflections, DOF, hair and SSS.
Requested behavior
Please separate the two functions:
Use GPU Texture Viewer
This should control only how the Octane render result is transferred and displayed inside Cinema 4D.
Enable Real-time Neural Rendering
This should independently control whether the neural real-time rendering pipeline is active.
Ideally, these three combinations should be possible:
- GPU Texture Viewer OFF + normal progressive rendering
- GPU Texture Viewer ON + normal progressive rendering
- GPU Texture Viewer ON + Real-time Neural Rendering
The middle combination is the one currently missing from my workflow.
Related Live Viewer blur report
I previously reported the traditional Live Viewer blur issue in this forum post:
viewtopic.php?p=444234
This is my own earlier report and is included only as background for this feature request.
The purpose of this request is not to remove the 2027 real-time neural renderer. I would simply like the GPU display path and the neural rendering mode to be independently selectable.
Thank you.

Re: Octane 2027.1 Alpha 3 for Cinema4D - 2.0.0 - Alpha Release

Posted: Wed Oct 07, 2026 9:07 am
by Martange
The purpose of this request is not to remove the 2027 real-time neural renderer. I would simply like the GPU display path and the neural rendering mode to be independently selectable.


Isn't it the case already ? In the latest alpha build, I can use the traditional rendering technique and click the little lightning on the left to activate or deactivate real time neural rendering...

Re: Octane 2027.1 Alpha 3 for Cinema4D - 2.0.0 - Alpha Release

Posted: Wed Oct 07, 2026 2:19 pm
by ChrisHekman
Martange wrote: Tue Oct 06, 2026 12:49 pm Incredible features... That's a game changer.
I can't seem to export in real time though, C4D crashes each time I try to save a frame through the C4D renderer while Realtime is activated.
If by export you mean the picture viewer while realtime is on, then that crash will be fixed in the upcomming 2.0.1 build.

Re: Octane 2027.1 Alpha 3 for Cinema4D - 2.0.0 - Alpha Release

Posted: Wed Oct 07, 2026 2:25 pm
by ChrisHekman
lhy2495724656 wrote: Wed Oct 07, 2026 4:46 am Hello OTOY team,
I would like to request that Toggle GPU Texture Viewer and Real-time Neural Rendering be independently controllable in the Cinema 4D plugin.
Current behavior
In OctaneRender 2027.1 Alpha 3 for Cinema 4D / Plugin 2.0.0, enabling Toggle GPU Texture Viewer appears to put the Live Viewer into the real-time neural rendering path.
The Imager > Realtime Denoiser panel does not provide an Off / Disabled option. It only provides a Quality Mode selector with:
- Max Quality
- High Quality
- Balanced
- Max Performance
- Ultra Performance
So there is currently no way, from this UI, to keep the sharper GPU Texture Viewer display while returning to normal progressive Path Tracing.
Why I need this
The traditional Live Viewer display has appeared noticeably blurry for me in newer Cinema 4D versions. I have experienced this since Cinema 4D 2025.2.
The new GPU Texture Viewer greatly improves the display sharpness, which is very useful even when I do not want neural rendering.
For look development and technical comparison, I sometimes want:
- the sharper GPU Texture Viewer display;
- normal progressive Path Tracing;
- no real-time neural reconstruction;
- normal render-pass access such as DeMain (Denoised Main);
- a stable reference image for evaluating lighting, materials, fine texture detail, reflections, DOF, hair and SSS.
Requested behavior
Please separate the two functions:
Use GPU Texture Viewer
This should control only how the Octane render result is transferred and displayed inside Cinema 4D.
Enable Real-time Neural Rendering
This should independently control whether the neural real-time rendering pipeline is active.
Ideally, these three combinations should be possible:
- GPU Texture Viewer OFF + normal progressive rendering
- GPU Texture Viewer ON + normal progressive rendering
- GPU Texture Viewer ON + Real-time Neural Rendering
The middle combination is the one currently missing from my workflow.
Related Live Viewer blur report
I previously reported the traditional Live Viewer blur issue in this forum post:
viewtopic.php?p=444234
This is my own earlier report and is included only as background for this feature request.
The purpose of this request is not to remove the 2027 real-time neural renderer. I would simply like the GPU display path and the neural rendering mode to be independently selectable.
Thank you.
I have fixed the blur issue. It will be part of the next build.
The request for turning off the realtime denoiser has been forwarded to the Octane team. This

Re: Octane 2027.1 Alpha 3 for Cinema4D - 2.0.0 - Alpha Release

Posted: Wed Oct 07, 2026 2:46 pm
by Martange
ChrisHekman wrote: Wed Oct 07, 2026 2:19 pm If by export you mean the picture viewer while realtime is on, then that crash will be fixed in the upcomming 2.0.1 build.
Music to my ears