OctaneRender™ Standalone 3.03.2

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Re: OctaneRender™ Standalone 3.03.2 - updated [current 3.xx]

Postby abstrax » Sun Aug 07, 2016 9:56 pm

abstrax Sun Aug 07, 2016 9:56 pm
coilbook wrote:any news on new update that fixes bright light when mixed cards are used? THAnk you

I hope we can get a test build for the plugin devs out today and then release the next version to the public 1-2 days after that. We did some work trying to improve robustness, which took a bit longer than expected.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: OctaneRender™ Standalone 3.03.2 - updated [current 3.xx]

Postby haze » Sun Aug 07, 2016 10:07 pm

haze Sun Aug 07, 2016 10:07 pm
mikinik wrote:abstrax, hi! On VDB file from fumeFX, emission ramp not work correctly. Сan you fix it?


It's very important to set the "Max value" slider correctly in the ramps. Click on your volume and have a look at the info, and make sure this matches your emission ramp:
ramps.png
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Re: OctaneRender™ Standalone 3.03.2 - updated [current 3.xx]

Postby coilbook » Mon Aug 08, 2016 3:09 am

coilbook Mon Aug 08, 2016 3:09 am
abstrax wrote:
coilbook wrote:any news on new update that fixes bright light when mixed cards are used? THAnk you

I hope we can get a test build for the plugin devs out today and then release the next version to the public 1-2 days after that. We did some work trying to improve robustness, which took a bit longer than expected.


Great! Thank you
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Re: OctaneRender™ Standalone 3.03.2 - updated [current 3.xx]

Postby coilbook » Mon Aug 08, 2016 4:59 am

coilbook Mon Aug 08, 2016 4:59 am
One more thing. I asked many times before but got no response.
is it possible to have alpha shadow per object and not just as a global off and on. When having alpha shadows on calculations go up by up to 40% and for animations every second counts.

Example: we have light that shines through the glass (old police siren light ) Unfortunately with alpha shadows off light cannot shine through that glass but turning alpha shadows on increases render time from 2 min to 2 min and 30 seconds.
If we had alpha shadows per object I doubt we would see increase in render time since we would just apply alpha shadow only to that one object instead of to the whole scene. Thank you
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Re: OctaneRender™ Standalone 3.03.2 - updated [current 3.xx]

Postby mikinik » Mon Aug 08, 2016 4:21 pm

mikinik Mon Aug 08, 2016 4:21 pm
haze, thanks for tip, it works!
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
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Re: OctaneRender™ Standalone 3.03.2 - updated [current 3.xx]

Postby coilbook » Wed Aug 31, 2016 2:10 am

coilbook Wed Aug 31, 2016 2:10 am
JimStar wrote:coilbook
This has been fixed a long time ago (you can read azen's converter thread if you like). You need to open your scene either in recent version of 3.X branch plugin, or in a last stable version of 2.X branch.
I've just downloaded and opened your scene in 4.12 plugin - no problems at all. It was not an Octane mix material the cause of it previously - it was a 3ds Max native controller connected to it. Please let me know if you still have a problems with the advised versions...



it still crashes. If I open the scene that was made in 2.23.2 - 1.9 with the newest Octane 3 it still crashes max. please help
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Re: OctaneRender™ Standalone 3.03.2 - updated [current 3.xx]

Postby coilbook » Thu Mar 16, 2017 2:01 am

coilbook Thu Mar 16, 2017 2:01 am
haze wrote:
mikinik wrote:abstrax, hi! On VDB file from fumeFX, emission ramp not work correctly. Сan you fix it?


It's very important to set the "Max value" slider correctly in the ramps. Click on your volume and have a look at the info, and make sure this matches your emission ramp:
ramps.png



Could you tell us how to set proper value for max grid value
Should we choose linear or constant


Thanks

My phoenix VDB is not showing I guess
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