OctaneRender® for 3ds max® v2022.1 - 13.17

Forums: OctaneRender® for 3ds max® v2022.1 - 13.17
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Re: OctaneRender® for 3ds max® v2022.1 - 13.17

Postby coilbook » Mon Mar 27, 2023 1:52 am

coilbook Mon Mar 27, 2023 1:52 am
neonZorglub wrote:
coilbook wrote:there is a bug with octane volume. If you animate it (like transform or linking) it works fine but if you make a copy of the octane volume that copy even with animation keys won't update the transform animation during rendering. 3ds max does something when octane volume is copied.


Hi coilbook,
I tried with a scale transform, it seems to work..

OctaneVolume_001 is the original
OctaneVolume_002 is a first copy, and I added a scale animation.
OctaneVolume_003 is a copy of OctaneVolume_002.. is has the same scale animation..
The attachment OctaneVolumeVdb_scaleAnim.png is no longer available

The attachment miniSmokeAnimVDB.zip is no longer available


Are all your volumes set as Movable proxy ? (it should not be needed with Octane 'Volume', but it is currently needed for 'MeshVolume', in case you are talking about 'MeshVolume')

Could you post a sample ?
Thanks


Hi
Not scaling it's moving it.

Here it is. if you open the octane viewport and drag the slider (between 0-100 ) you'll see the top right volume not moving because it was copied as an instance. Thanks.
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Re: OctaneRender® for 3ds max® v2022.1 - 13.17

Postby neonZorglub » Mon Mar 27, 2023 3:03 am

neonZorglub Mon Mar 27, 2023 3:03 am
coilbook wrote:Hi
Not scaling it's moving it.

Here it is. if you open the octane viewport and drag the slider (between 0-100 ) you'll see the top right volume not moving because it was copied as an instance. Thanks.


Hi coilbook,
Thank you for the sample ! I can see the problem.
I'll investigate and fix it for the next release.
Thanks
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Re: OctaneRender® for 3ds max® v2022.1 - 13.17

Postby HHbomb » Tue Mar 28, 2023 9:57 am

HHbomb Tue Mar 28, 2023 9:57 am
Hi,
Perhaps I'm the only one, but I downgrade to 13.16.
With this 13.17 version of octane, when I create new materials in Slate mat editor, Max stop responding. ( not every time but too often )
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
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Re: OctaneRender® for 3ds max® v2022.1 - 13.17

Postby paride4331 » Tue Mar 28, 2023 1:10 pm

paride4331 Tue Mar 28, 2023 1:10 pm
HHbomb wrote:Hi,
Perhaps I'm the only one, but I downgrade to 13.16.
With this 13.17 version of octane, when I create new materials in Slate mat editor, Max stop responding. ( not every time but too often )


Hi HHbomb,
I can't reproduce this issue.. any clues? Does 3dsMax freeze creating any particular material or node?
Regards
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Re: OctaneRender® for 3ds max® v2022.1 - 13.17

Postby HHbomb » Tue Mar 28, 2023 2:15 pm

HHbomb Tue Mar 28, 2023 2:15 pm
Hi, Paride.
As I'm busy I can't make some test with new version.
But if I remember well I wanted to plug a multiply node in diffuse mat. In slot one a rgb texture, and in the other a RGB spectrum.
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Re: OctaneRender® for 3ds max® v2022.1 - 13.17

Postby coilbook » Wed Mar 29, 2023 1:46 am

coilbook Wed Mar 29, 2023 1:46 am
H,
itoo forest eats around 200 mb of vram when forest is increased by around 100,000 trees. is this normal? I thought instances should have zero vram usage.
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Re: OctaneRender® for 3ds max® v2022.1 - 13.17

Postby PromotsAdmin » Wed Mar 29, 2023 12:38 pm

PromotsAdmin Wed Mar 29, 2023 12:38 pm
neonZorglub wrote:
PromotsAdmin wrote:Hallelujah! Thanks for fixing the "animated EXR sequences"
Unfortunately there's a new error now when rendering with deadline (submit max to deadline) when "overwrite default Render Element folder" is checked on.
please see attachd screen shots.

thanks.

Hi PromotsAdmin,

Thank you for reporting this issue.
I am not able to test with Deadline at the moment, but I can see some potential issues, and hopefully some work-around:

When using "Overwrite default Render Element folder", some sub-folders will be used inside the default render folder.
When saving as EXR, Octane saves the files directly to the selected path, instead of letting 3dsMax save it as with usual bitmap format that it handles.
This means that Octane need to create the sub-folders when they do not exist yet.
Those are created only while render is finished, but I see that the 3dsmax script in your screenshot is named .._SanityCheck.ms, so it might be executed before the rendering starts.

This could be the issue, if the script expect to have valid path and filenames at this point..

Another potential reason could be that the Octane plugin is not allowed to create sub-folders on the remote render machine. (security settings, access right, network permission, etc..)

If those missing folders cause the issue, one work around / test could be to create those folder manually if you can, before render.
Or create another scene, that saves all Render elements as png, and run this render first on the render machine.
That would let 3dsMax create those folders, so the second scene won't need to create them...

Having a first scene would allow to set low resolution / small samples per pixel / single frame, to avoid using too much resources.
You may also try to add each render element twice in the Render Element list, making sure the first of each is set to save as jpg..

Another work around could be to disable / remove those steps in the _sanityCheck.ms script.. to see if the render works correctly
I see in https://www.awsthinkbox.com/tutorial/3d ... tomization and https://forums.thinkboxsoftware.com/t/p ... s-max/4139
that you can edit those script.. You could check / ask in those forums how to do this..

I hope you can try those things, so we can better understand the problem.
That would help to find a better solution in a next release.

Thanks


Thanks for you reply :)
every thing worked fine in prior versions...something has changed along the way.

1. when checking "Overwrite default Render Element folder" octane creates the new folders before the rendering begins (as soon as I press the render button)
2. I'm rendering locally and not on a remote computer so there are no issues with writing permissions and such, I'm only use deadline to send a batch of max files to render over night.
3.using "Overwrite default Render Element folder" option is saving me the hassle of creating manually folders for each render element (sometimes there's a lot) creating first and second scene is even more time consuming.
4. another issue is that when saving any of the cryptomatt render elements, octane save two files, first file named:"file_name_0001" and a second file name:"file_name_0001Oct" having the "Oct" in the end of each frame is preventing adobe after effects to recognize the files as a sequence and forcing me to put all the render in a different folder and use the "Force alphabetical order" when importing the files
4. another issue is the frame numbering when using deadline, I'm getting "file_name_00010001","file_name_00020002","file_name_00030003" and so on, this causing adobe after effect to think there are missing frames between one frame to another also forcing me to put all the render in a different folder and use the "Force alphabetical order" when importing the files

I hope u can fined a fix for those issues asap

Thanks :-)
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Re: OctaneRender® for 3ds max® v2022.1 - 13.17

Postby coilbook » Thu Mar 30, 2023 2:27 am

coilbook Thu Mar 30, 2023 2:27 am
Anyway to improve material editor speed (especially compact format)? With 13900k, 4090 and nvme gen4 it seems too slow
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Re: OctaneRender® for 3ds max® v2022.1 - 13.17

Postby coilbook » Thu Mar 30, 2023 3:58 pm

coilbook Thu Mar 30, 2023 3:58 pm
Why when we merge a 3d model to another scene textures always get lost? We always have to reopen the scene and tell 3ds max where the bitmap textures are or show paths. is it 3ds max bug or octane cannot merge texture paths?
Can you add a button scan PC for missing bitmaps since autodesk is incompetent to do it for 20 years they had 3ds max? (Maybe it will be a new 3ds max feature from autodesk in 3ds max 2090 :lol: )


P.S. Anyway you can give support to relink bitmap plug in for 3ds max that looks for textures? The guy said he can do relink to any 3d rendering software except octane due to the bug they have with texture paths https://colinsenner.com/relink-bitmaps/

Thank you
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Re: OctaneRender® for 3ds max® v2022.1 - 13.17

Postby coilbook » Fri Mar 31, 2023 1:40 am

coilbook Fri Mar 31, 2023 1:40 am
1. There is a bug with phoenix liquids motion blur direction. It goes diagonally and doesn't follow particle motion blur. I posted this problem before. It happened since you quit supporting phoenix vertex motion blur.

2. your phoenix octane particle modifier scale is way off. You need a half of a meter particle like a foam to look like it is 5 centimeters

In the image water falls down Thank you
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