OctaneRender® is the world’s first and fastest unbiased, spectrally correct GPU render engine, delivering quality and speed unrivaled by any production renderer on the market.
OTOY® is proud to advance state of the art graphics technologies with groundbreaking machine learning optimizations, out-of-core geometry support, massive 10-100x speed gains in the scene graph, and RTX raytracing GPU hardware acceleration.
Plugin’s version string consists of two parts – version of Octane core integrated into this version of plugin, and the version of the plugin itself.
Format: v –
Diffuse: used for dull, non-reflecting materials or light emitting surfaces
Glossy: used for shiny materials such as plastics or metals
Mix: used to mix any two material types
Portal: a special type of material that assists with bouncing exterior illumination into an enclosed space
Specular: used for transparent materials such as glass and water
Octane also provides an online database with pre-made materials. The LiveDB can be access via the Octane menu (Figure 11a) or on the Octane Shelf (Figure 11b).
Figure 11a: Octane LiveDB access from the Menu bar
Figure 11b: Octane LiveDB access via the Octane Shelf
Octane will only render its native material types. However, Maya materials can be converted to Octane Glossy materials using the material convert tools. The Convert All and Convert Selection tools are found in Octane menu (Figure 12a) or on the Octane Shelf (Figure 12b).
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…
2022.1.2 plugin revisions
Fix: Enable option for portal material
Fix: Some problems with new diffuse BRDF options
Fix/improvements for grouping the nodes
Fix: standard surface with material stacking
Automatic PBR texture detection and import/connect to materials in Node editor. Plugin will create a set of images if you drop one PBR texture with defined syntax. Even will connect to material if you drop it over to the material. See settings/nodes/PBR_textures option.
Added option to disable photon casting from the environment. The environment node types got a new input pin P_CAST_PHOTONS which allows you to enable or disable photons from environment maps. This is true by default, analogous to the importance sampling input for direct light calculations.
This is amazing, but kinda late… When do you think it would be available for C4D 2024.1.1?
no idea