Octane object tag
This tag is a very useful tool to do many operations in Octane. You can set a lot of options like Instance, Layer and Bake IDs, Motion blur, Visibility, Hair and Geometry updates. We used some of these Tag's functions while explaining the manual. We will provide a link to those explanations when necessary. Now let's explain the options.
This section is designed for real-time geometry updates on while moving or editing any objects. Second usage is that making faster renderings on scenes which has lot of static geometry and some moving objects.
Object group number for exporting to Octane Render. Zero value are for static objects. Values greater than zero are for movable objects. For example, if there are 50 movable objects in your scene, you can group them and tag them. Thus, all child objects will benefit from this tag and will be labeled static or movable according to the value you enter. If you enable "all movable" in the Live Viewer/Options/Check geometry setting and you choose "auto detect" geometry control from the render settings, you do not need to use this part. You can only use it in very specific scenarios.
Optionally to force the updates of meshes while rendering animations for every frames. Just use that if you have update detection problems on any objects.
motION BLUR TAB
The options in this tab are related to Object Motion Blur. This section is explained in detail here.
Here you can adjust the visible/invisible settings of your objects in the scene.
You can set the amount of the object's appearance here. Similar to Opacity.
You can set the visibility/invisibility of any object in the scene to camera by using this option. You can only enable or disable.
It is used to "visible/invisible" the shadow of any object in the scene. For this option to work, you need to make "Alpha Shadows" active in the kernel settings. Otherwise you will not get a result.
object layer TAB
From here you can define IDs for your objects in the scene. These ID descriptions are required for Info pass, bake and render passes. We have already described these ID uses in several places of this manual. You can find them on the links below.
Go to this link for Instance ID.
Go to this link for Layer ID.
Go to this link for the Bake ID.
Go to this link for the Light Pass Mask.
subdIVISION GROUP TAB
This option works like the "Subdivision Surface" of Cinema 4D. However, if you are going to use Octane Cloud render (ORC), the export file will not be big.
This option is for you to use Cinema 4D's Hair module in Octane. You can go to the following links for details.
For general hair usage, go to this link
For hair gradient usage, go to this link