OctaneRender® for 3ds max® v2.23.1 - 1.6 [OBSOLETE]

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JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

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 1.5 version
  • Added stereo mode for panoramic camera.
  • Added "Lock camera" feature to Octane viewport.
  • Fixed Octane viewport background bug.
Changes of the 1.5 version
  • New 2.23.1 engine (see the standalone changelog).
  • Added the "Cube map" camera mode.
  • Fixed the Octane viewport crash bug (thanks to Pancir).
  • Fixed hair&fur bug (thanks to oguzbir).
  • Fixed Octane render settings dialog bug (double rollouts in some cases).
  • Added some lost textures to the Octane material DB.
  • The Octane viewport passes rendering now respects the settings of current pass if they are set in render elements.
  • 3ds Max versions prior to 2012 and 32-bit versions are no longer supported.
  • Minor fixes and improvements...
Changes of the 1.3 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 2.23.1 - 1.6 (11.5MB autoinstaller file)
OctaneRender for 3ds Max 2.23.1 - 1.6 DEMO (10.0MB autoinstaller file)

For network slave and daemon please download standalone installer here:
http://render.otoy.com/forum/viewtopic.php?f=24&t=46125


Yours,
The OctaneRender® Team.
3dgeeks
Licensed Customer
Posts: 193
Joined: Wed Jun 11, 2014 8:12 am

Awesome, thanks.

Did you manage to have a look at the itoo Forest handling? I know a lot of people use Forest.

Cheers
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gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

Hi Jim,
please fix proxies merge. In the past I already exposed this issue.
If you create an Octane proxy where the units are in inches and you try to merge this object in a scene with different units you will get it in wrong scale.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
yufei
Licensed Customer
Posts: 3
Joined: Thu Apr 09, 2015 7:36 am

Added stereo mode for panoramic camera.
Many thanks!
12 x ASUS 780Ti
kevinshane
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Location: China
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gabrielefx wrote:Hi Jim,
please fix proxies merge. In the past I already exposed this issue.
If you create an Octane proxy where the units are in inches and you try to merge this object in a scene with different units you will get it in wrong scale.
same here! :(
but can be easy fixed...try this one: set the system unit to exactly the same unit as proxy's(if u can remeber the unit of proxy's),and then merge again,then set the system back to original,finally re-scale the proxy to fit the scene unit....

but yeah,..please Jim,if u can fix this bug,that will be more better :lol: :lol:

Also,could u please add sampling_rate to Texture envirment? looks like the hdr(a hdr with hard edge sunlight) get less samples when the scene have lots of plane lights
MSI GT70 laptop i7-3610QM+32G+GTX680M 4G

Octane Arch/Interior Viz Tutorials
http://www.kshane.com
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Goldisart
Licensed Customer
Posts: 780
Joined: Sat Oct 26, 2013 8:47 am

when you reopen the scene running a Daw alpha shadow is not active...!!!!!
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Dom74
Licensed Customer
Posts: 155
Joined: Sat Oct 23, 2010 7:16 pm

what the "Lock camera" feature supposed to do ?
Win7 x64 - 3DSMAX 2019 - 32GB RAM - 1080 TI
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Goldisart
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Posts: 780
Joined: Sat Oct 26, 2013 8:47 am

Dom74 wrote:what the "Lock camera" feature supposed to do ?

http://www.youtube.com/watch?v=BhEhuzyw ... e=youtu.be
Dom74
Licensed Customer
Posts: 155
Joined: Sat Oct 23, 2010 7:16 pm

Goldisart wrote:
Dom74 wrote:what the "Lock camera" feature supposed to do ?

http://www.youtube.com/watch?v=BhEhuzyw ... e=youtu.be
Thanks, but I don't understand, it's a movable proxy, don't need the lock camera ?
Win7 x64 - 3DSMAX 2019 - 32GB RAM - 1080 TI
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Goldisart
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Posts: 780
Joined: Sat Oct 26, 2013 8:47 am

Dom74 wrote:
Goldisart wrote:
Dom74 wrote:what the "Lock camera" feature supposed to do ?

http://www.youtube.com/watch?v=BhEhuzyw ... e=youtu.be
Thanks, but I don't understand, it's a movable proxy, don't need the lock camera ?
with this feature, you can work in the Windows of the projections and the position of the camera in the viewing window will remain the same
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