Octane render
Author: m | 2025-04-25
OCTANE RENDER DOWNLOAD FOR MAC OS; OCTANE RENDER DOWNLOAD FULL; OCTANE RENDER DOWNLOAD SOFTWARE; OCTANE RENDER DOWNLOAD
What is Octane Render? The Advantages of Octane Render.
Refers to using the Output section of C4D’s Render Settings (Ctl/Cmd-B>Output) to determine the frame range. It doesn’t pull in any other render settings.Quirk 2: As of this writing (2024.1), Octane will render ALL frames if only one frame is specified in the Frame Range. So even though C4D defaults to Current Frame, Octane will default to rendering them all. If we set this to Manual, From: 2F to 2F, Octane will render ALL frames in the timeline. If we set it to Manual, From: 2F to 3F, Octane will render frames 2 and 3 as expected.Quirk 3: If we’re rendering to EXR, the File Type dropdown’s bit depth options don’t work. Both EXR (16-bit) and EXR (32-bit) will render as 32-bit UNLESS we enable EXR Half Float at the bottom. If we check that, then it’ll be 16-bit regardless if we pick 16-bit or 32-bit from the dropdown.Quirk 4: The color space defaults to sRGB - this is only valid for PNG. If we’re using EXR, we MUST change this to Linear sRGB or it will tonemap the passes in a destructive way and hose our files.Quirk 5: Save Render passes is OFF by default - If we’re using this method to render our AOVs, we want to make sure we turn it ON.Exporting from the Picture ViewerIf we want the most control over our exports, we can use C4D’s Picture Viewer to set all the settings we need and render. Does this come with quirks too? But of course! Not too bad though. First off, we’re going to want to turn OFF C4D’s Save section on the left. This will create unnecessary renders. All the EXRs are going to be generated directly from Octane, so we don’t need this. Multi-Pass will be checked as soon as we do the next step. That’s fine, and not something we have to worry about.On to the Octane Renderer settings…Important: Again, Enable MUST be checked in the Render AOV group tab. No enable, no Render AOVs. Output AOVs will still export regardless of this setting.Also Important: In the Main tab, the Color
Octane Render for Blender3D - Octane Blender
Render SeriesIntroduction to AOVs in OctaneVersion 2.0, Updated September 2024 using Octane 2024.1 and Cinema 4D 2025.0About this GuideThis guide serves as an introduction to the AOV (Render Pass) system in Octane. It has been fully rewritten to account for recent changes in Octane 2024 and Cinema 4D 2025.Part I gives an overview of what AOVs are and why we might want to use them. There’s also a quick overview of how Octane treats them. This is valid for any DCC, not just C4D.Part II is a dive into Octane’s AOV settings as they exist in Cinema 4D. The concepts should apply to other DCCs like Blender, Maya, etc., but the location of the settings will probably vary pretty wildly from DCC to DCCPDFPDF Version of this guide can be found herePart I: AOV OverviewWhen we go to render an image with all settings at default, we end up with a flat image for each frame. If we picked a format meant to be displayed on the web or sent in an email like a PNG or JPEG, we have a little flexibility when it comes to altering it in an image or video editor. We can change some of the colors to some extent, or make it a little brighter or more contrasty. If we rendered out 16- or 32-bit TIF or EXR files, we have a bit more flexibility because we have more data to work with, but we’re still limited to mostly color grading, contrast/levels, and a few other adjustments to the overall image as a whole. After doing the basic edits, we export our final PNGs or MP4s to be displayed somewhere. This workflow is fine if we’re happy with the results of our render and don’t need to do much more than some basic edits.What if we want to do some serious alterations to the final image though? Let’s say our render is only a small piece in a bigger scene that has video footage, other image data, text, or other elements and we want to adjust only some aspects of the render to betterHOW TO DOWNLOAD Octane Render CRACKEADO 2025 / Octane Render
Material Series Version 2.0, Updated Feb 2025 using Octane 2024.1.2 and Cinema 4D 2025.1.2 ~2,500 words, average read time: 15 minAbout this guideThis guide explains what the Universal Material is, and how to think through building any kind of material in Octane using it. This is meant to complement the updated Channels Deep Dive guide, which gives more information about each channel.Part I is an introduction to the Universal Material, and how to work with the channel attributes, Part II is a series of ten questions to ask that will guide you through building various types of materials from scratch. DownloadsAll materials created using this guide can be 💾 found herePart IIntroductionThe Universal Material Octane has several different types of materials, all of which can be accessed from the Live Viewer window under Materials>Create. There are a lot of them, and most of them are still there for compatibility with scene files built in earlier versions of Octane.The Universal Material is one of the more recent-ish additions, and it replaces the need for just about every other material type in Octane moving forward. This guide, and most of the others will focus on this material type because it’s extremely versatile - we can make any type of material with it quickly and efficiently.We can convert most other types of materials (Metallic, Glossy, Specular) to a Universal material by selecting it in the dropdown in the Basic tab of the material (or at the top left of the material properties in the node editor).Channels The most important thing to understand about materials in Octane (and most physically-based render systems for that matter) is that they are broken down into a stack of channels. Each channel describes a different property of the material (how reflective it is, how transparent it is, etc.).Most of the different material types in Octane have a small subset of all the available channels, but the Universal Material has all of them (hence “universal”). This can be a little overwhelming at first, but once we go through this guide and understand which ones we need to use to get the look we want, it starts to make a lot more sense. Important: turning off (unchecking) a channel in the Basic tab of the material does NOT remove the channel’s contribution, it simply hides the channel from the UI. If metallic was at 1, and we uncheck the Metallic channel in the basic tab, the material will stay at metallic=1 until we turn it back on and change the slider.Channel ContributionAll channels have one or more possible inputs that describe how much that particular channel contributes to the overall material. The UI across all channels usually boils down to. OCTANE RENDER DOWNLOAD FOR MAC OS; OCTANE RENDER DOWNLOAD FULL; OCTANE RENDER DOWNLOAD SOFTWARE; OCTANE RENDER DOWNLOAD OCTANE RENDER DOWNLOAD FOR MAC OS; OCTANE RENDER DOWNLOAD FULL; OCTANE RENDER DOWNLOAD SOFTWARE; OCTANE RENDER DOWNLOADOctane Render - Using Octane Log with Multi-pass Rendering
Combine it with all that. What if we just want to take down the intensity of one light, or color grade one particular material, or completely remove the reflections that we now see are pretty overpowering once we’re in the edit?This is where the AOV (or render pass) system comes into play. When we render using AOVs, rather than getting one flat image per frame, we end up with either a series of images that each contain a certain isolated property of the render, or we get a single multi-layered file (EXR, PSD, TIF), that has each of those isolated properties on a different layer.A file or layer that contains a particular isolated property of an overall render is referred to as either an AOV (arbitrary output variable) or a render pass (or simply “a pass”). These terms are used interchangeably in the industry, with pass usually being a little more common.Our AOVs can either be edited directly in Octane, or exported (typically as EXRs) to be further edited and/or recombined in another external app like Photoshop, After Effects, Affinity Photo, Resolve, Nuke, or any other of the myriad of still and video compositors out there.Render Passes (AOVs)The final composited output from Octane is called a Beauty render. There are two paths to get to the beauty render, each involving breaking it up into different stacks of passes. Typically we choose one path or the other, but we can mix and match if needed. The Beauty Pass stack breaks the render into the contribution of each material property. When combined with the Post Processing pass (bloom/glare/stuff like that), these form the beauty pass. The Lighting Pass stack breaks the render into the contribution of each light source. Each light can be on its own pass, or we can make custom groupings. The scene above has 3 area lights, each on their own pass, an HDRI which shows in the Ambient Light pass, and one emissive material. Emitters always show in Light Pass 1 in Octane. When combined with the Post pass, these also form the beauty pass. There are alsoBeginner's general guide for Octane Render - Octane Cloud Rendering
But we’ll go into those in another guide.One of the nice things about an additive process is that the layer order in the post app doesn’t matter. As long as we have a full stack of beauty or lighting passes, they can be in whatever order makes sense to us and it will still look the same.The other thing to think about when exporting passes is whether to use a single, layered file for all the passes, or separate files for each pass. Both have advantages and disadvantages and are treated differently depending on the post app of choice and particular workflow. There’s no right answer here, so it’ll probably take some trial and error to see which one tends to work best.AOVs in OctaneOctane actually has two AOV systems.Render AOV System The first one is the Render AOV system which we can think of as “basic mode”. This is what we just went over in the last section - it breaks the render up into beauty passes, lighting passes, info passes, or some combination of those. Render AOVs can be exported directly as individual files or layers in multi-layer files so they can be edited and composited in an external app like Photoshop, After Effects, Resolve, Affinity Photo, or the like. The external compositor is responsible for recombining the frame(s) for final delivery.Output AOV System The second one is the Output AOV system which uses Octane’s built-in compositor.After we specify a bunch of Render AOVs, they can then be fed back into a different node structure within Octane that allows us to further edit them. This system contains a number of editing/compositing AOVs like color correction/image editing, external textures, and other things that aren’t derived from the Render AOVs themselves. We can then either export final composited files from Octane for delivery, or stacks of edited AOVs for an external compositing program to further mess with.Part II: The AOV System in Octane for C4DC4D Render Settings Octane’s AOV management is almost entirely handled in C4D’s render settings (not Octane’s settings). We can get to those by hitting the littleOctane Render - Fox Render Farm
3D or Background Light.Area Light ToggleNew keyboard shortcut to toggle Area Light checkbox on 3D lights. CTRL + SPACE BAR (CMD + SPACE BAR on MacOS). A big time saver!Support added for:Maya 2020Tested against: Redshift 2.6.51, V-Ray 4.30.001, Octane 2019.1.5 – 15.14, RenderMan 23.1, Arnold 4.0.1MODO 14Redshift 3 in Cinema 4DEnhancements:Save Render View Images – This Project menu item has been updated to save out all Render Views as EXR files, both the internal and external rendered images when available.Saving Render View Images during Production Render – Has been updated to save out all Render Views as PNG files with LUT baked into the image.HDR Light Studio ‘Project files’ are about 8 times smaller in file size in this release than previous versions. We now only save the active settings on each light in the project. Performance may be improved when used via a connection as a result.The updated about box contains more information and a ‘Copy Details to Clipboard’ feature, which can provide our support team with useful information about your installation for troubleshooting.HDR Light Studio Changes:Reflection Fresnel settings have been simplified for HDR Light Studio’s Render View. Fresnel setting is now set using only an IOR setting. Removing the none physical approaches of ‘None’ and ‘Custom’.Image Saturation and Gamma ‘up and down’ arrow button increments were too big and have been reduced to steps of 0.1. (Customer request)Render Progress Bar now orange – easier to notice when render has completed. (Customer request)Render View and Canvas tool settings are. OCTANE RENDER DOWNLOAD FOR MAC OS; OCTANE RENDER DOWNLOAD FULL; OCTANE RENDER DOWNLOAD SOFTWARE; OCTANE RENDER DOWNLOADComments
Refers to using the Output section of C4D’s Render Settings (Ctl/Cmd-B>Output) to determine the frame range. It doesn’t pull in any other render settings.Quirk 2: As of this writing (2024.1), Octane will render ALL frames if only one frame is specified in the Frame Range. So even though C4D defaults to Current Frame, Octane will default to rendering them all. If we set this to Manual, From: 2F to 2F, Octane will render ALL frames in the timeline. If we set it to Manual, From: 2F to 3F, Octane will render frames 2 and 3 as expected.Quirk 3: If we’re rendering to EXR, the File Type dropdown’s bit depth options don’t work. Both EXR (16-bit) and EXR (32-bit) will render as 32-bit UNLESS we enable EXR Half Float at the bottom. If we check that, then it’ll be 16-bit regardless if we pick 16-bit or 32-bit from the dropdown.Quirk 4: The color space defaults to sRGB - this is only valid for PNG. If we’re using EXR, we MUST change this to Linear sRGB or it will tonemap the passes in a destructive way and hose our files.Quirk 5: Save Render passes is OFF by default - If we’re using this method to render our AOVs, we want to make sure we turn it ON.Exporting from the Picture ViewerIf we want the most control over our exports, we can use C4D’s Picture Viewer to set all the settings we need and render. Does this come with quirks too? But of course! Not too bad though. First off, we’re going to want to turn OFF C4D’s Save section on the left. This will create unnecessary renders. All the EXRs are going to be generated directly from Octane, so we don’t need this. Multi-Pass will be checked as soon as we do the next step. That’s fine, and not something we have to worry about.On to the Octane Renderer settings…Important: Again, Enable MUST be checked in the Render AOV group tab. No enable, no Render AOVs. Output AOVs will still export regardless of this setting.Also Important: In the Main tab, the Color
2025-04-22Render SeriesIntroduction to AOVs in OctaneVersion 2.0, Updated September 2024 using Octane 2024.1 and Cinema 4D 2025.0About this GuideThis guide serves as an introduction to the AOV (Render Pass) system in Octane. It has been fully rewritten to account for recent changes in Octane 2024 and Cinema 4D 2025.Part I gives an overview of what AOVs are and why we might want to use them. There’s also a quick overview of how Octane treats them. This is valid for any DCC, not just C4D.Part II is a dive into Octane’s AOV settings as they exist in Cinema 4D. The concepts should apply to other DCCs like Blender, Maya, etc., but the location of the settings will probably vary pretty wildly from DCC to DCCPDFPDF Version of this guide can be found herePart I: AOV OverviewWhen we go to render an image with all settings at default, we end up with a flat image for each frame. If we picked a format meant to be displayed on the web or sent in an email like a PNG or JPEG, we have a little flexibility when it comes to altering it in an image or video editor. We can change some of the colors to some extent, or make it a little brighter or more contrasty. If we rendered out 16- or 32-bit TIF or EXR files, we have a bit more flexibility because we have more data to work with, but we’re still limited to mostly color grading, contrast/levels, and a few other adjustments to the overall image as a whole. After doing the basic edits, we export our final PNGs or MP4s to be displayed somewhere. This workflow is fine if we’re happy with the results of our render and don’t need to do much more than some basic edits.What if we want to do some serious alterations to the final image though? Let’s say our render is only a small piece in a bigger scene that has video footage, other image data, text, or other elements and we want to adjust only some aspects of the render to better
2025-04-09Combine it with all that. What if we just want to take down the intensity of one light, or color grade one particular material, or completely remove the reflections that we now see are pretty overpowering once we’re in the edit?This is where the AOV (or render pass) system comes into play. When we render using AOVs, rather than getting one flat image per frame, we end up with either a series of images that each contain a certain isolated property of the render, or we get a single multi-layered file (EXR, PSD, TIF), that has each of those isolated properties on a different layer.A file or layer that contains a particular isolated property of an overall render is referred to as either an AOV (arbitrary output variable) or a render pass (or simply “a pass”). These terms are used interchangeably in the industry, with pass usually being a little more common.Our AOVs can either be edited directly in Octane, or exported (typically as EXRs) to be further edited and/or recombined in another external app like Photoshop, After Effects, Affinity Photo, Resolve, Nuke, or any other of the myriad of still and video compositors out there.Render Passes (AOVs)The final composited output from Octane is called a Beauty render. There are two paths to get to the beauty render, each involving breaking it up into different stacks of passes. Typically we choose one path or the other, but we can mix and match if needed. The Beauty Pass stack breaks the render into the contribution of each material property. When combined with the Post Processing pass (bloom/glare/stuff like that), these form the beauty pass. The Lighting Pass stack breaks the render into the contribution of each light source. Each light can be on its own pass, or we can make custom groupings. The scene above has 3 area lights, each on their own pass, an HDRI which shows in the Ambient Light pass, and one emissive material. Emitters always show in Light Pass 1 in Octane. When combined with the Post pass, these also form the beauty pass. There are also
2025-04-02