general settings

In this section we will examine the settings of Octane render. Normally you will see the same result you see in Live Viewer but you can do fine adjustments from here that are not in Live Viewer. Options such as resolution, picture format, aspect ratio, or frame number are in the classic cinema 4D render output section. You already know these.

First, open the render settings window of Cinema 4D by pressing CTRL + B. Select "Octane Renderer" from the renderer menu in the upper left corner. Here you will see 3 main tabs: Main, Overwrite Kernel Settings and Render Passes. There is a separate section for Render Passes, you can look at the relevant section for detailed information.

Now let's begin to explain.



main tab settings

geometry engine

There are 2 options here: "Send All Scene Data" and "Resend only Updated Objects". To better understand these options, we recommend that you read the this section about how geometry updates in Octane. Now let's see what the options are:

Send All Scene Data: This is the most reliable and slowest render data sending method. Reset all data and completely send scene on each frames. Do not choose this unless you have to.

Resend Only Updated Objects:  This is faster method for single frame/animation rendering. On first frame, all scene data will be sent to Octane Render. Next frames, only updated parts of scene will be updated.  


Geometry Control

Here you can check the behavior of your objects in the scene on the data transfer to the Octane Renderer. We also recommend reading the Octane's geometry update. There are 3 options here. Now let us explain:  

Manual: Requires to specify the animated, emissive, etc.. objects with Octane Object Tag by hand.  

Auto Detect: Makes some pre-calculation before animation rendering. This method try to find/assign the movable, emissive, etc.. objects for you.  In this option, no need to use object tags as manual method. If it can't finish the evaluating the scene in time, all objects will be assumed as movable.

All Objects Movable: This works as LV's "Auto" parameter for geometries. Be aware of limits of "Auto" method. It may cause crash after 10-15k movable objects. So better to use manual or auto detect for heavy scenes.

Important Note: Render defaults are "Resend only updated objects" with "Auto detect" and Renderbuffer=Float(tonemapped). This is best combination for most scenes. Use these default values unless you have to.


check materials every frame

This option controls the material on the scene for each frame. Default is recommended.


ignore unused materials

The materials you do not use on the scene are not checked. While you are optimizing your scene before you go to the final render stage, also delete unnecessary material.


motion blur

There are 3 options: Disabled, Camera Motion Blur and Full Motion Blur.

Disabled: Selecting this will not render the motion blur in your scene.

Camera Motion Blur: This option ignores the object motion blur on the scene and only renders the motion blur effect of the camera motion.

Full Motion Blur: This option will render both camera and object motion blur on the scene.


time sampling per frames

Let's say you have an object that is spinning fast on your scene. When you add motion blur, you may not see the correct result in Live Viewer. Extra data is required for motion blur in fast movements. Here you can do this with the help of this option. It produces sub key frames for motion blur objects. For example the value 4 means that will create 4 sub key frames between the two frames. Thus, you can increase the quality and accuracy of motion blur.



render buffer type

Consists of 3 parts: Float (Tonemapped), 8-bit (Deprecated) and Float (Linear). Default is Float (Tonemapped). Float (Linear) is for linear workflow. We will describe the Linear Workflow in more detail later.  


clay rendering

It consists of 3 parts as None, Gray and Color. Clay render is useful for fast output, or you can use this option again if you just want to see the animation and light shadow distribution. Return to "None" for Final render.


USE ALL GPUs

If you have more than one GPU and have switched off some GPUs in Octane LV settings, you can use them all for rendering with this option. Default is off.


Time limit (sec.)

It's maximum time (second) to rendering for each frames. Default is recommended.


stamp info

Stamps "render Info" for final render output. This render info includes information such as sample count, Vram usage, duration etc. It is useful for Compare. Do not forget to close it in full final render.


Network render

We explained this subject in more detail here.


render Region

You can use this option if you only want to render a certain part of the scene. For example, if you enabled the interactive render region in LV, you can get the render of the region you just specified in LV by pressing the "Get Last Region From LV" button. Or you can set numerically. If you want to read how the Render Region option in Live Viewer works, you can go to this link.



overwrite kernel settings TAB

Let's say you finished your scene and you will get the final render. When you created the scene, you set the Kernel settings in the Live Viewer options. If you want, you can cancel the kernel that you are working in LV by pressing the "Enable" Button in this section and you can create new kernel settings. For example, when you are working in LV, you can set the low / mid kernel and then switch to the final render, where you can enable the Overwrite kernel to make a higher kernel setting. This entirely depends on your work style. All the options are the same in LV's kernel settings.

You can read the detailed description of Kernel Settings from here.

Info: Several complaints has been written in the forum that the final render output not the same as Live Viewer. If you want to see the same render as in LV, all you have to do is keep this option off. Default is already off. If you're not sure what you're doing, keep this option turned off.



render passes TAB

You can also read the detailed explanations of this section here.