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OctaneRender® for 3ds max® v2.22.2 - 1.3 [OBSOLETE]

PostPosted: Fri Apr 24, 2015 6:11 am
by JimStar
Don't switch the current critical projects to this major version, as you may need to re-tune the scene for them.

Changes since the 1.2 version

  • Fixed the bug in render elements (some passes rendered instead of others).
  • Added the "Light pass ID" parameter to Octane lights.
  • Minor fixes and improvements...


Changes of the 1.2 version

  • Fully reworked the LiveDB mehanizm (and user interface). Now you are able to import materials both from LiveDB and from LocalDB.
  • Implemented the new feature: exporting the material of chosen object into LocalDB, LiveDB or into ORBX package. See the new "Export Octane material" context menu item of the objects.
  • Fixed the Max 2014 installer bug.
  • Now the installer knows how to find the old versions of Max (2010-2012).


Fixes of the 1.1 version

  • Fixed the Octane viewport bug (grain in some cases).
  • Improved the installer: now it knows how to find the 3ds Max Design install paths.


Changes of the 1.0 version

  • New 2.22.2 engine.
    • Don't use the stereo mode anymore to disable stereo in the thin-lens camera, but the stereo output setting. This makes the stereo settings of the panoramic and thin-lens cameras consistent.
    • Added option "Pixel aspect ratio" to the thin-lens camera node, which allows you to render to a non-square pixel format (like NTSC or PAL).
    • Added option "Aperture aspect ratio" to the thin-lens camera node, which allows you to stretch/squash the DOF disc.
    • Added pin "Keep upright" to the panoramic camera node. If enabled, the up-vector is kept at (0, 1, 0).
    • Added option "Pano blackout latitude" to the panoramic camera node, which defines the minimum latitude (in spherical camera coordinates) at which the rendering is "blacked out", when stereo rendering is enabled. This is to avoid eye strain, when people try to look up or down at the poles.
  • Reworked the passes mehanizm:
    • Implemented the new feature of quickly choose and render any pass in OctaneRender viewport in live-render mode - see the new combobox in Octane viewport window. Exporting into Max framebuffer now exports all the passes chosen as render-elements if the current Octane viewport pass is beauty pass. If any other pass is chosen for rendering in Octane viewport - only this current pass will be exported to Max framebuffer.
    • Added all the missed passes to render elements.
    • Added the missed parameters of some passes to render elements settings (e.g. "AO max. samples", "AO alpha shadows" for "Ambient occlusion" pass, etc...).
    • Added the missed common paramters for info-passes: such as "Start after beauty", "Max. samples", "Distributed tracing", "Filter size" and "Tonemapping". You can find this settings-group inside the common kernel settings.
    • Added the "Object layer ID" parameter to Octane object properties. Now you can render Octane object layer masks in both the final render and in Octane viewport session.
    • Now you can assign the light pass numbers to emission nodes and render the mask passes in both the final render and in Octane viewport session.
    • Added "Render layer setup" group to common settings (you can set e.g. the current Octane layer to be rendered).
  • Multiprocessor calculations are now used in some parts of code to speedup the plugin. This work is just in the beginning, so more parts of the plugin will become multithreaded in future.
  • New installer is implemented. Now you can install the Octane plugin into all installed Max versions in one go. Standard uninstaller procedure is registered in Windows and is put into start menu together with the link to manual after installation.
  • Version string of the plugin from now on is structured. The version number contains two parts: "<engine version> - <plugin version>". This way the plugin is able to have its own independent version number which does not depend on the engine version it is linked with. This is the only way to have own roadmap for the plugin planned in the tracker.
  • Minor fixes and improvements...


DOWNLOAD
OctaneRender for 3ds Max 2.22.2 - 1.3 (21.3MB autoinstaller file)
OctaneRender for 3ds Max 2.22.2 - 1.3 DEMO (18.5MB autoinstaller file)

For network slave and daemon please download standalone installer here:
viewtopic.php?f=33&t=45529


Yours,
The OctaneRender® Team.

Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

PostPosted: Fri Apr 24, 2015 6:58 am
by kevinshane
xref old bug
when proxy mode ON,the octane render view only shows the low poly one(should be render in high poly mode)...but when hit the render button,everything works normal
please see the sample file
xref_bug.zip
(41.32 KiB) Downloaded 227 times

Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

PostPosted: Fri Apr 24, 2015 7:09 am
by Elvissuperstar007
kevinshane wrote:xref old bug
when proxy mode ON,the octane render view only shows the low poly one(should be render in high poly mode)...but when hit the render button,everything works normal
please see the sample file
xref_bug.zip



yes the same problem

Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

PostPosted: Fri Apr 24, 2015 7:13 am
by Goldisart
this is the best day for 3Dmax :) happy birthday :) Thank you very much well --- for me it's the long-awaited update


I have a new proposal for the introduction .It would be nice to accurately compare the number of Samp/pix when crop resolution . It would be optimal for the optimization of the number of Samp/pix. Included look resolution considered problem areas and put the desired value for the final render


Or

Or solve the problem easier is to make a button like in Vray to save all render elements from the open octane render vieport

Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

PostPosted: Fri Apr 24, 2015 7:24 am
by Pancir
why, I wrote about the error, but it is not fixed ..
viewtopic.php?f=80&t=45894&start=20#p230973

see attachment - open file, open octane viewport (through the "quad menu"), close, and open again. 3dMax be crashed.

Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

PostPosted: Fri Apr 24, 2015 7:28 am
by JimStar
kevinshane wrote:xref old bug
when proxy mode ON,the octane render view only shows the low poly one(should be render in high poly mode)...but when hit the render button,everything works normal
please see the sample file
xref_bug.zip

Thank you for report! Will check it.

Guys, it's a very good thing if you post the scene together with the bug reports, like kevinshane did. And in addition to the scene - could you please always give me some exact sequences to reproduce the bug?.. Something like "go there, press that, see what"...;)

Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

PostPosted: Fri Apr 24, 2015 7:30 am
by JimStar
Pancir wrote:why, I wrote about the error, but it is not fixed ..
viewtopic.php?f=80&t=45894&start=20#p230973

see attachment - open file, open octane viewport (through the "quad menu"), close, and open again. 3dMax be crashed.

I tried to reproduce it - but I was not able to do it without the scene and exact reproduce instructions. All worked OK on my scenes...

Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

PostPosted: Fri Apr 24, 2015 7:41 am
by Elvissuperstar007
JimStar wrote:
Pancir wrote:why, I wrote about the error, but it is not fixed ..
viewtopic.php?f=80&t=45894&start=20#p230973

see attachment - open file, open octane viewport (through the "quad menu"), close, and open again. 3dMax be crashed.

I tried to reproduce it - but I was not able to do it without the scene and exact reproduce instructions. All worked OK on my scenes...


http://c2n.me/3gEJGmq.jpg

Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

PostPosted: Fri Apr 24, 2015 7:54 am
by Goldisart
!!!! the reflect doesn't work

Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

PostPosted: Fri Apr 24, 2015 8:08 am
by JimStar
Goldisart
What do you mean? No light reflections seen on the light passes reflections pass? Are you sure you have any lights in the scene (not just environment)? (Sorry, I can't check at the time - there are already weekends started here, so I'm not at the office right now)...