OctaneRender® for 3ds max® v2.23.2 - 2.2 [OBSOLETE]
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Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
Yes, here is the not native map channel used for velocity data... The channels 0 and 1 are natively used by 3ds Max as vertex colors and texture channels, and all the channels starting from 2 - are user-specific. That means they can hold anything. Bad thing here is - you never know which one exactly of the user-specific channels holds the velocity data.
As I see in the code - Karba has always assumed that all the channels starting from 2 are different UV-mapping channels and they all are treated this way... Perhaps I could implement some setting to point to the velocity channel number of the mesh if it is present... I'll think about it...
As I see in the code - Karba has always assumed that all the channels starting from 2 are different UV-mapping channels and they all are treated this way... Perhaps I could implement some setting to point to the velocity channel number of the mesh if it is present... I'll think about it...
"there is no guarantee that these TEST-versions will not change"
Thanks for answer
Thanks for answer
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
Oguzbir wrote: Jim,
I'm in talks with a max plugin & scripter dev I mentioned earlier. He's working on that Mission control plugin
He doesnt have a license so all he can get is version 1.7 Demo. How can we help him work on 2.23.2 max ver 2.1 (this build)
There is a demo version download here. But it's not possible for him to reach this topic in the forum.
I do not want to mess up by downloading the demo file here and giving to him without asking you.
So please help me out here.
He sent me a animated gif showing access to Octane objects' properties attached below.
He is looking forward setting up render parameters as well. which we now have the support here
oguzbir wrote:
I did ask this yesterday to info@..... and support@.... Wonder If I get any returns.
Hi, Still no sign of reply about this matter.JimStar wrote: I have let to know yesterday morning that the email with this question might come, so they will answer you as soon as they will get your email.
I'm wondering, since people with no licence, cannot enter this topic and/or download the latest release or the demo you supply
(like OctaneRender for 3ds Max 2.23.2 - 2.1 DEMO ) why there is a demo of the recent build. Licences customers wouldn't download the demo right? Just cant understand the logic behind it.


Would be really great to know if there'll be any attempts in the near future to release public demo of the v2.1?
Or is ok to share the demo you released with out breaching anything.
Best,
My Portfolio
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
The demo version in the testing threads exist for two reasons:oguzbir wrote:Hi, Still no sign of reply about this matter.
I'm wondering, since people with no licence, cannot enter this topic and/or download the latest release or the demo you supply
(like OctaneRender for 3ds Max 2.23.2 - 2.1 DEMO ) why there is a demo of the recent build. Licences customers wouldn't download the demo right? Just cant understand the logic behind it.![]()
Would be really great to know if there'll be any attempts in the near future to release public demo of the v2.1?
Or is ok to share the demo you released with out breaching anything.
Best,
- If somebody does not want to switch the current critical project to probably unstable version. In this case they have the opportunity to install this demo on some other machine and play with it...
- I anyway always build all the versions every new release (Demo, VR...) - so for me it just costs nothing if I add the link to the demo of every testing version in every testing version's thread.
OK guys, bad news.JimStar wrote:Yes, here is the not native map channel used for velocity data... The channels 0 and 1 are natively used by 3ds Max as vertex colors and texture channels, and all the channels starting from 2 - are user-specific. That means they can hold anything. Bad thing here is - you never know which one exactly of the user-specific channels holds the velocity data.
As I see in the code - Karba has always assumed that all the channels starting from 2 are different UV-mapping channels and they all are treated this way... Perhaps I could implement some setting to point to the velocity channel number of the mesh if it is present... I'll think about it...
I was able to implement the velocity channel support inside the plugin, with additional "velocity channel number" attribute added to the Octane's mesh properties that may be either "0" (velocity does not exist) or point to the channel number. If it is not "0" - the velocities values are loaded into Octane engine and it works well, the motion blur is rendered OK. If the correct velocity values are set.
BUT. Looks like 3ds Max itself has the bug in the channel animation handling, at least in "Alembic" object (I didn't try other scenes, I'm playing with mikinik scene having alembic object in it which injects the "velocity" channel into Max scene). The problem is that the per-vertex velocity data of this channel accessible through Max SDK is not animated properly (despite the fact the injected alembic file has correct velocity values for all frames). Only the "velocities-map vertices count" value is animated, and when asked - the SDK mesh object properly returns the correct count of velocity values for the currently rendered frame. But it always returns absolutely the same data array of the velocities values - always the data of very first frame. So, if e.g. the first frame contains 31801 velocity values, for e.g. the frame 13 the SDK returns the correct 44283 number for values count, but still the same data-array with the same 31801 values of the very first frame plus the last 31801-st value repeated till the end of all 44283 values... With this bug - the only very first frame has the correct velocities values and is rendered correctly.
So, this "velocities motion blur" feature will not work in 3ds Max - at least for now, and at least for "Alembic" objects... I'm forced to stub this code so far, as there is no sense in it - it is unusable without proper animated velocity data...
If some of you have some scenes that do not use alembic objects but have animated velocity channel in it for some objects - you are welcome to give this scene to me. If I will find that this is only the Max' "Alembic" object issue - perhaps this functionality may still be usable...
- Elvissuperstar007
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JimStar, what formats can store information about velocity? I don't know. I'm afraid it's true problem in 3ds max, made for faster playback alembic file. ((( if someone tell me about the file format, I'll re save it. I try to check how to do with this situation in Maya.
It may be possible to make support alembic file through octane proxy? what would information about velocity was immediately transferred to renderer, without participation of 3ds max.
Elvissuperstar007, your file opened in Photoshop parallel. it's 3dsmax problem.
It may be possible to make support alembic file through octane proxy? what would information about velocity was immediately transferred to renderer, without participation of 3ds max.
Elvissuperstar007, your file opened in Photoshop parallel. it's 3dsmax problem.
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
- senorpablo
- Posts: 163
- Joined: Sun Jun 28, 2015 2:52 am
I'm having issues where opening the material editor hangs the OctaneRender viewport.
- MustafaKaya
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Hi Jimstar.
Please add Multi/Sub-Object Export Octane Material.
Because don't work Export Octane Material with Multi/Sub-Object
Thanks.
Please add Multi/Sub-Object Export Octane Material.
Because don't work Export Octane Material with Multi/Sub-Object
Thanks.