OctaneRender® for 3ds max® v3.06.4 - 4.41 [OBSELETE]

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OctaneRender® for 3ds max® v3.06.4 - 4.41 [OBSELETE]

Postby neonZorglub » Thu Oct 12, 2017 12:49 am

neonZorglub Thu Oct 12, 2017 12:49 am
Plugin's version string consists of two parts - version of Octane core integrated into this version of plugin, and the version of the plugin itself.
Format: v<Octane engine version> - <plugin version>


Changes of the 4.41 version, from 4.40

  • Fixed material preview not updated in Material editor, when changing image file.
  • Fixed Pflow evaluation to use Render / Viewport particle percent settings
  • Better fix of warning of incorrect output buffer size
  • Added troubleshooting option to improve performance while not rendering ('Discard Changes while no Viewport')



Previous versions changelog (since major 4.0 plugin release):
Code: Select all

Changes of the 4.40 version
- Improved performance of scene collection
- Fixed crash when Octane Proxy file not found.
- Improved handling of Octane Proxy files
- Fixed Proxy scale bug
- Fixed crash on Proxy export
- Fixed support for animated background in viewport
- Fixed issues with W's for Ornatrix Hair
- Added options to fix render perpetual restart for some cases with Ornatrix ('Ignore changes' in TroubleShooting )
- Fixed issues with PFlow, when using an alembic Object as particle (restarting render, invisible objects)
- Fixed unnecessary reload and restart render of static VDB Volume when changing timeline [cf option TroubleShooting / 'Skip invalidating empty Octane Volume channel']
- Fixed material DB import issues
- Fixed warning of incorrect output buffer size happening in some cases.
- Added a Refresh Live DB option, to reload local DB
- Added support of some node types on import (UVW, linear, cylindrical, perspective projections)
- Added visual input nodes for gradient texture in Slate editor
- Added 'Octane Node Viewer' button in viewport window
- Added Orbx export options to use preset or edited path and filename


Changes of the 4.39 version
- Added support of Octane textures in Gradient texture node
- Added PFlow particle scatter support option.
- Added PFlow velocity scale setting
- Added support of PFlow build in shapes
- Added support of PFlow motion Blur with scatter
- Fixed Forest Pack and MultiScatter viewport update issue
- Fixed crashes that can occur when sending notifications (eg with 3dsMax's Hair and Fur)
- Fixed crash with batch render with render elements, when output paths are invalid.
- Fixed issue with dummy normals option
- Fixed missing orientation control for IES Light.
- Fixed missing viewport update when changing visibility of a modifier
- Fixed Phoenix particle velocity orientation.
- Fixed crash when rendering with non Octane Render Element
- Updated User settings UI


Changes of the 4.38 version
- Fixed unnecessary viewport constant image update
- Fixed issue with motion blur when re opening viewport

Changes of the 4.37 version
- Fixed viewport render continuously restarting (seemed 'locked' at 1 sample)
- Fixed loss of motion blur with Phoenix FD liquids in viewport when moving timeline
- Fixed Phoenix FD particle rendering with multiple simulators
- Fixed crash with PFlow, when particle count decrease between 2 frames
- Improved viewport updates.
- Added 'Rebuild scene' button in viewport for unsupported changes (same as closing and re-opening viewport)
- Added Tooltip information in Octane object property dialog.
- Added option to skip Normal calculations (improve performance when working on big meshes, draft mode) : Global preferences / Trouble shooting tab.
- Added option to select additional broadcast notifications on frame change and scene pre evaluation (Global preferences / Trouble shooting tab).

Changes of the 4.36 version
- Updated Octane Renderer to 3.06.4

Changes of the 4.35 version
- Fixed Octane Volume with VDB files, broken from 4.33
- Added export of animated material parameters (can be disabled in Global Settings)
- Fixed issues with viewport render locked at some sample/pix (eg, using adaptive sample). (Can be reverted to previous behavior using Global settings / Trouble Shooting / Enable Repeated Viewport Update)
- Renamed incorrect kernel parameter 'glossy depth' as 'Specular depth' for Path Tracing and PMC
- Added infinite plate support (octane properties, set 'Special object type' as "Inf. plane' on a selected object. That will render a plane instead of object mesh, using its material and position)

Changes of the 4.34 version
- Added support for 3dsMax 2018
- Added falloff skew default converted value in user settings ('MtlConversion_DefaultFallOffSkew')
- Updated Vray material conversion, when use refraction : can now create a mix material (see setting 'VRayConversion_Diffuse_Specular_MixAmount' )
- Added new exposed functions via maxscript and c++ (mainly for Octane Viewport control; doc and samples coming soon)

Changes of the 4.33 version
- Updated Octane Renderer to 3.06
- Added Phoenix 3 support for particles (liquid, foam, splashes, mist, wetmap)
- Added option to create temporary camera for octane export

Changes of the 4.32 version
- Updated Octane Renderer to 3.06 TEST 4
- Updated Phoenix FD 3 suppor: added support of Liquid and Fire/smoke simulators with new modifiers.
- Added load time fix of material normal set as value (to enable in Global preferences: 'Fix invalid material normal' )

Changes of the 4.31 version
- Updated Octane Renderer to 3.06 TEST 3
- Added Adaptive sample support
- Added Texture types : AddTex, Subtract, Compare, Triplanar, Ridged Fractal
- Added Bokeh control to standard camera (thin lens camera) : Rotation, Roundness, Side count
- Added Triplanar UV projection.
- Added new render pass 'Noise' to inspect the current noise level. (when using adaptive sample)
- Fixed light type from VRay converter
- Added Reset octane Menu button in Tools tab
- Fixed conversion of Geyscale image map, AlphaImageTex, from version <= 1.91
- Added broadcast of frame rendering notifications (NOTIFY_PRE_RENDERFRAME, NOTIFY_POST_RENDERFRAME), activated by default, can be disabled in render settings
- Added Phoenix FD 3 support


Changes of the 4.30 version
- Updated Octane Renderer to 3.05.3
- Fixed invisible camera when copied
- Fixed crash when using AO Render element
- Added Ambient Occlusion Texture for Direct light Kernel (color / value), replace environment color when used
- Removed deprecated GI light modes from the kernel settings combo ("Ambient", "Sample Environment")
- Fixed crash on drag and drop of environment texture to material editor
- Added User Global option to disable preview of environment texture in material editor
- Improved Vray converter
- Fixed camera settings that may be missing in orbx exporter
- Added Octane menu in max main menu


Changes of the 4.29 version
- Updated Octane Renderer to 3.05
- Fixed the Neutral Response save/load state checkbox in Camera Settings, when  using presets
- Fixed viewport when rendering a texture bigger than 4GB (64bit)
- Fixed amount value for mix texture and mix material, to be in range [0, 1]
- Improved performance of evaluation for octane viewport (see Tools/option misc "Enable limited material update during scene Evaluation" )
- Fixed crash in camera creation when camera is not created and user cancels it by switching to another object creation (eg. Lights)
- Fixed Constant Gradient preview in 3DSMax Gradient Material
- Fixed Material preview in 3DSMax viewports
- Added separate AO distance for info pass, independent from direct light kernel mode
- Fixed frame update from RealFlow meshes (added 'Broadcast mode' rendering option in kernel, set to None by default; try 'Normal' if this creates issues with other plugins)

Changes of the 4.26 version
- Fixed Gradient Map Interpolation type reset bug on loading
- Added a CheckBox to enable - disable stats inside the rendering viewport
- Improved performance and stability for material editor
- Fixed crash when adding a render element in the batch rendering process

Changes of the 4.25 version
- Fixed crash with z-depth and locked resolution (render buffer width issue)
- Added access to Octane Viewport Pause Rendering action. Now it can be mapped to any keyboard shortcut (Customize/Customize User interface/Keyboard/Group:Octane)

Changes of the 4.24 version
- Updated Octane Renderer from 3.03.4 to 3.04.3
- Replaced render layer 'visibility only' to visibility mode
- Fixed crash if "Volume step length" of volume texture is too small
- Added scene evaluation status display in Octane viewport title bar and option to disable it in Tools tab
- Added missing texture types ("Cosine mix texture","Sine wave texture", "Triangle wave", "Saw wave", "Clamp" ), "W coordinates"
- Added support for W control for Ornatrix Hair
Note on new features from 4.24:
-The newly supported textures works same as in standalone : add at least a UV scaling map to adjust the effect.
 Note that the render in max viewport do not match those settings yet..
 The option in the Tools tab "Enable 3dsMax Viewport UV Correction" might help.
-The newly supported W control for Hair also works same as in standalone, eg: adding a 'W Coordinates' texture as input to a 'Gradient Texture' used for hair material will let you control the variation along the length of hairs.
 This 'W Coordinates' has no parameters. You can use the option 'Use custom W for Hair' in Tools tab to use Ws generated by the hair plugin.

Changes of the 4.23 version
- Added menus to select valid VDB grid names for volume channel IDs
- Added options to change usage of empty VDB volume channel IDs (Tools tab)
- Added 'Explore folder' buttons in Tools/Troubleshooting
- Fixed dialog items scaling (eg, using 4K monitor and 150% scaling in Windows)
- Fixed new crash from 4.22 in material conversion
- Fixed max viewport wrong texture scale / tiling when using "Real world scale" on Bitmap UVs


Changes of the 4.22 version
- Fixed perspective correction
- Fixed crash on Render Elements / Add.. when Octane is not the renderer[*] Improved Octane Proxy Export dialog : display progress every frame, possible to cancel export, added time tweaking options
- Fixed crash on Save image from Octane Viewport
- Fixed texture environment material editor preview
- Fixed crash in non-octane material converter
- Added support of UV rotation and offset in non-octane material converter-- Mini guide to the new integrated material conversion system: --
- Fixed converted materials not showing in viewportPurpose: Load max scenes containing octane objects and materials created with octane plugin version 2.23.2 - 1.9 and earlier.
- Added buttons to convert non-octane materials only from slots or scene-Conversion system need to be activated first. 3dsMax need to be restarted for this activation / desactivation to take effect.
- Enabled Object color layer render pass-The 'Activate' check box let you select the activation status; a message 'Change will take effect on max restart' is shown as needed.
- Fixed occasional crash when using Render Elements-On the left of this check box, the current activation status is displayed.

Changes of the 4.21 version
- Fixed crash when exporting huge Octane Proxy files
- Improved Octane Proxy Export dialog : display progress every frame, possible to cancel export, added time tweaking options

Changes of the 4.20 version
- Fixed conversion of gradient texture
- Fixed conversion of main Camera Aperture, Focal depth, Dithering, Lens Shift, Min disp. samples
- Fixed proxy flag not recognized (now both 'octane_movable_proy' and 'octane_movable_proxy' are read, same for 'Octane_layer_ID' and 'octane_layer_ID')
- Fixed conversion failing to be activated (still grey materials in 4.19, where was working in 4.18..)

Changes of the 4.19 version
- Loading of 2.23.2 - 1.9 and older scenes with material conversion fully supported.
- Added conversion dialog in 'Tools' tab. See tooltips for more details.

Changes of the 4.18 version
- Loading of 2.23.2 - 1.9 and older scenes with material conversion support added. This should remove the need to use the external material converter !
  (This is a Test version! : Known issues: gamma and ToneMaping are incorrect, memory usage will increase
  -> don't overwrite you old scenes yet!)
- Fixed crash when using Reaction Manager with octane materials.


Changes of the 4.17 version
- New 3.03.4 rendering core.
- Fixed Black screen rendered when using Free Camera.
- Always enabled button to logout in Account tab.
- Added statistics in render window (object, face, light count).
- Changed CPU memory usage stat in Viewport to show used/maxi of 'out of core' reserved memory, instead of total estimate usage.
- bugs and memory leaks fixes.
   
Changes of the 4.16 version
- New 3.03.3 rendering core. Volumes export must work stable now, plus there are some other fixes in this new rendering core version...
- Added new "visible..." attributes for visible environment mode of daylight object.

Changes of the 4.15 version
- Implemented an export of volume objects. Known issue: currently export process might crash on some specific volume shapes. This is Octane core issue, must be fixed with next SDK version...
- Minor fixes and improvements...

Changes of the 4.14 version
- Improved render-elements windows positioning when exporting from interactive session.
- Fixed fluctuating bug: camera exposure got changed in some special cases after opening the saved scene (e.g. if FStop was not 2.8).
- Minor fixes and improvements...

Changes of the 4.13 version
- Added VDB import units type field to Octane VDB object.

Changes of the 4.12 version
- Unlocked the plugin's feature I've implemented a long time ago, responsible for loading the vertex velocities channel data into Octane rendering core if a velocity channel is present in an object of interest and if this channel is filled with a correct data by this object. This will not work for any 3ds Max (or thirdparty plugins) objects that do not have velocity channel exposed or fill it with faulty data (I've not seen the ones that do it correctly so far, perhaps you will find some). You can now find "Velocity channel ID" field in "Octane properties" of objects. Loading of velocity channel data into the Octane rendering core is disabled if this field has value less than "2" ('cause channel "0" is always "vertex colors" and channel "1" is a first UV channel).
- Fixed a bug: Octane OpenVDB object crashed if a chosen VDB file path did not exist.
- Minor fixes and improvements...

Changes of the 4.11 version
- Implemented the width/height settings for textures' viewport preview buffer.
- Now when "Render Map" is used for Octane textures the result has the desired resolution chosen in the "Render Map" dialog.
- Textures preview is now refreshed in 3ds Max viewport after changes are made.
- Implemented a translation of "crop/placement" parameters for native bitmap textures in materials converter.
- Implemented a translation of image sequence parameters for native bitmap textures in materials converter.
- Fixed region rendering bug in final render mode.
- Fixed the fluctuating bug: sometimes the interactive rendering got endlessly refreshed if turbosmooth modifier had been applied.
- Minor fixes and improvements...

Changes of the 4.10 version
- Fixed image textures camera mapping for movable proxy objects.
- Materials converter now retains viewport-active texture.
- Minor fixes and improvements...

Changes of the 4.9 version
- New 3.03.2 rendering core.
- Implemented the targeted/untargeted modes for Octane camera (e.g. usable for perspective match tool).
- Now you can set the quality for materials/textures previews (new "Mat. preview spp" field in Octane render settings).
- Minor fixes and improvements...

Changes of the 4.8 version
- New 3.03.1 rendering core.
- Far clip is now supported by camera.
- Minor fixes and improvements...

Changes of the 4.7 version
- Implemented the workaround to make the "Place highlight" functionality work. Use the new "Flip" attribute in Octane light object. It is a good practice to have this checkbox enabled in any new Octane light you create. It only needs to be disabled by default to not get all the lights flipped in your old scenes.
- Fixed a bug: artifacts sometimes when 3ds Max native textures were used as Octane image textures input.

Changes of the 4.6 version
- Improved the new "Save image" functionality of Octane interactive viewport. Now the render elements are given names and saved automatically.
- Improved the IES distribution visualization feature: now some melformed IES files are understood by the plugin.
- Minor fixes and improvements...

Changes of the 4.5 version
- Implemented a direct saving of current content of Octane viewport into image. See a new "Save image" button in a toolbar.
- Fixed one more issue of distribution visualization of some specific IES files for some specific locales.
- Minor fixes and improvements...

Changes of the 4.4 version
- PhoenixFD simulator object without OctaneVolume modifier applied is now considered a mesh by Octane. This is usable if you tend to enable "Show mesh" in it and render it as a mesh, not as a volume.
- Fixed IES distribution visualisation bug appeared for some specific locales.
- Minor fixes and improvements...

Changes of the 4.3 version
- Implemented new kind of Environment - "Visible environment". The existing Octane DayLight object ideology is changed. Now you can use up to two of those objects in a scene - one for main environment and one for visible environment (the new "Kind" attribute). And now you can set either of those to either "Daylight" or "Texture" environment type (the new "Type" attribute). In this case, if the main environment node is set to "Texture" type - it will replace the Octane environment map set in 3ds Max standard settings (if any).
- Added error logging to IES visualisation functionality. If you have issues with displaying IES distribution in 3ds Max viewport - attach please the Octane error log to the bugreport.
- Minor fixes and improvements...

Changes of the 4.2 version
- Fixed image textures bug.
- Minor fixes and improvements...

Changes of the 4.1 version
- Implemented the PhoenixFD simulator support. You need to apply the new "OctaneVolume" modifier on top of simulator object to have access to additional Octane-specific settings. Mapping of PhoenixFD channels to Octane: temperature -> emission, smoke -> apsorption -> scatter, and velocity -> velocity.
- Implemented a feeding of Octane image textures by non-Octane textures input. Now not only BitmapTex can be connected to "bitmap" attribute of Octane image textures. In this case the new "Bake input scale" and "Bake input resolution" attributes of Octane image texture must be tuned accordingly. But I still advise you to not abuse this approach too much, and still use the old efficient way: manually baking the texture to the file and use this file in created Octane image node. Because in the latter case you will do this manual baking only once - when you are creating the texture. But when you use this "on the fly" texture baking approach - the plugin will render (using standard 3ds Max CPU-calculated nodes) and bake every such texture every time during scene translation. So, if you have quite a few of such textures with high baking-resolution set - it will significantly increase the scene translation time. My measures for just one 3ds Max "Marble texture" show about 67ms rendering and baking it into 512x512 image buffer, and about 1500ms to do the same into 4092x4092 image buffer. Multiply this by amount of your non-Octane textures in the Octane scene - and you will get the overall slowdown time of every translation stage (the CPU-stage before Octane even starts to render on GPU).
- Minor fixes and improvements...

Changes of the 4.0 version
- Implemented the support of "Time" settings of standard BitmapTex when it is connected to any of Octane image textures. "Sync Frames to Particle Age" currently is not supported - this needs the support on Octane rendering core level.
- Implemented advanced file sequence settings for Octane image textures and volume object. The "digits number" setting only makes sense when direct file sequence is used (not an IFL file). The "end condition" makes sense only when IFL file is used. The "start frame" and "playback rate" are used in both modes.
- Textures preview now respects the timeline position when generated.
- Implemented the distribution visualisation for Octane IES lights having target. See the new "IES distribution visualisation" section in Octane settings.
- Minor fixes and improvements...



You can read about new features of OctaneRender™ 3.0 here:
viewtopic.php?f=33&t=51679

DOWNLOAD

OctaneRender for 3ds Max 3.06.4 - 4.41

DEMO version:
OctaneRender for 3ds Max 3.06.4 - 4.41 DEMO

If you need to see the changelog of current rendering core, or download standalone installer to get network slave and daemon please find it here:
viewtopic.php?f=24&t=61815

The 3dsMax plugin Manual is available there:
https://docs.otoy.com/3DSMaxH/3DSMaxPluginManual.htm
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Re: OctaneRender® for 3ds max® v3.06.4 - 4.41

Postby Elvissuperstar007 » Thu Oct 12, 2017 3:14 pm

Elvissuperstar007 Thu Oct 12, 2017 3:14 pm
3.07 ?
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Re: OctaneRender® for 3ds max® v3.06.4 - 4.41

Postby darkline » Thu Oct 19, 2017 4:20 pm

darkline Thu Oct 19, 2017 4:20 pm
Still the same problems : video attached

Background image: It seems if I open the octane viewport with the max viewport that contains the background image highlighted, it shows the image background fine. If i click off it, it disappears as expected. then when i click back on it the image reappears; so far so good - I can then 'lock' the viewport and the image stays there even when I click in other viewports. However, if I open the octane viewport, instantly lock it, then click to another viewport - I lose the background image and I cannot get it back without re-opening the viewport. It seems I have to do this trick of clicking off the viewport, then back on it, then locking in order to get it to stay. (video explains it)

Noise pass : Noise is the same as before, restarting along with the beauty pass every time I flick between them. Note : This does not happen with every file - so I do not know the circumstances that cause it. I created a new file with a simple box and I did not have the background image or noise problems. However I cannot keep restarting my max files from scratch every time you release an update.

Finally - there is a bug which I've been meaning to ask for a while. I have a scene which opens ok in the octane viewer, but when I set a render off I get wierd image bands and artifacts. All of this is shown in the video (I've had this problem for a few versions now). This is a huge file (over 1GB) so if you want to test it I would need to we-transfer it to you

All on max 2014 with octane 4.41

hope you can help.
Attachments

[ Play Quicktime file ] octane problems.mp4 [ 32.08 MiB | Viewed 4847 times ]

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Re: OctaneRender® for 3ds max® v3.06.4 - 4.41

Postby darkline » Thu Oct 19, 2017 5:47 pm

darkline Thu Oct 19, 2017 5:47 pm
also is there anything you can do about making octane more backward compatable?

I had to go back and re-render some shots that were made using v2. Now the gamma/colour is all wrong and it renders very differently to before. Can we not have some way to make them look the same?
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Re: OctaneRender® for 3ds max® v3.06.4 - 4.41

Postby Notiusweb » Sat Oct 21, 2017 11:21 am

Notiusweb Sat Oct 21, 2017 11:21 am
darkline wrote:also is there anything you can do about making octane more backward compatable?

I had to go back and re-render some shots that were made using v2. Now the gamma/colour is all wrong and it renders very differently to before. Can we not have some way to make them look the same?


There was a change at some point where the plugin interacts differently with Max on the Gamma end of things.
But, just to mod the settings, specifically,
(1) in Max in CUSTOMIZE > PREFERENCES if you uncheck the "Enable Gamma/LUT Correction", you can then
(2) tweak the Camera settings in the current plugin if you Check the "Imager" box for Non-Linear tone mapping.

But I think you probably are thinking, could we have a "Way it used to look" checkbox so that it would, on a snap, offset settings to make it look the "way it used to look" :)

I usually change color this way, and hue with white point, but I never used LUTs. Anyone out there have success with using LUTs (Look Up Tables)?
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Re: OctaneRender® for 3ds max® v3.06.4 - 4.41

Postby cmatias » Mon Oct 23, 2017 6:01 am

cmatias Mon Oct 23, 2017 6:01 am
Hi.
Still got an issue with the proxy size...
the X scale is correct, but Y & Z size of the proxy are a little smaller than the original object.
Image
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Re: OctaneRender® for 3ds max® v3.06.4 - 4.41

Postby boris » Mon Oct 23, 2017 8:40 am

boris Mon Oct 23, 2017 8:40 am
cmatias wrote:Still got an issue with the proxy size...

you did a "reset xform" before writing out the proxy file?
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Re: OctaneRender® for 3ds max® v3.06.4 - 4.41

Postby darkline » Mon Oct 23, 2017 10:49 am

darkline Mon Oct 23, 2017 10:49 am
Notiusweb wrote:
darkline wrote:also is there anything you can do about making octane more backward compatable?

I had to go back and re-render some shots that were made using v2. Now the gamma/colour is all wrong and it renders very differently to before. Can we not have some way to make them look the same?


There was a change at some point where the plugin interacts differently with Max on the Gamma end of things.
But, just to mod the settings, specifically,
(1) in Max in CUSTOMIZE > PREFERENCES if you uncheck the "Enable Gamma/LUT Correction", you can then
(2) tweak the Camera settings in the current plugin if you Check the "Imager" box for Non-Linear tone mapping.

But I think you probably are thinking, could we have a "Way it used to look" checkbox so that it would, on a snap, offset settings to make it look the "way it used to look" :)

I usually change color this way, and hue with white point, but I never used LUTs. Anyone out there have success with using LUTs (Look Up Tables)?


Exactly that! I've been making a film for almost 2 years now and I'm having to go back and re-do some shots I did with V2. These have all been composited with existing footage and now when I open them up they look completely different and just 'stuck' onto the background. Its just another job to have to re-do all the camera settings/gamma for these. I've even found I have to tweak the gamma of some of the materials in the material editor too. It's a bit time consuming.
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Re: OctaneRender® for 3ds max® v3.06.4 - 4.41

Postby mbetke » Tue Oct 24, 2017 11:27 am

mbetke Tue Oct 24, 2017 11:27 am
BUG: The little object counter counts not right in this version. Usually it was like NUMBER / TOTAL OBJECTS. In this version it is always divided by zero.
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Re: OctaneRender® for 3ds max® v3.06.4 - 4.41

Postby paride4331 » Wed Oct 25, 2017 8:14 am

paride4331 Wed Oct 25, 2017 8:14 am
Hi mbetke,
thanks, I am testing 4.42, object counter seems to work.
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