Hi newman,
When using .vdb pay attention around unit by exporting it and importing it into 3dsMax.
If you use Fume Fx you will encounter a .vdb location issue with OctaneVolume.
About .vdb sequence, set "Frame number digits" other than "0".
If you have a sequence of .vdb files named as (file name)000.vdb > (file name)001.vdb > (file name)002.vdb etc etc, set the filename pointing to first .vdb file frame.
Dragging the time slider you will see your .vdb animation.
For your viewport stuck sample issue, workaround is use only whole numbers in Expected exposure.
Regards
Paride
OctaneRender® for 3ds max® v3.06 TEST 4 - 4.32 [OBSOLETE]
Forum rules
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.
- paride4331
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- Elvissuperstar007
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The animation function in the dynamic viewport is very necessary, it faster and less loads the system, through the frame the buffer is much slower, each frame voxelizes, the version 1.0-2.0 octane was able to render the animation in the dynamic. Stendelon was 50% faster, it once loads the geometry of the animation.
Just do not do tests on teapots) we have a heavy scene with a yacht, loaded with 32 gigabytes of RAM, Integration of the frame renderer 5 minutes, stendelon frame render 2 minutes
We need a dynamic viewport for animation! Once download and render sequencing. Why it was removed I do not understand, it was still normal.
Just do not do tests on teapots) we have a heavy scene with a yacht, loaded with 32 gigabytes of RAM, Integration of the frame renderer 5 minutes, stendelon frame render 2 minutes
We need a dynamic viewport for animation! Once download and render sequencing. Why it was removed I do not understand, it was still normal.
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- paride4331
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Hi Elvissuperstar007,
You should set your scene in movable proxy, next evaluation scene, will be shorter.
Regards
Paride
You should set your scene in movable proxy, next evaluation scene, will be shorter.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- Elvissuperstar007
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I know about this function for already 4 years) I always put))paride4331 wrote:Hi Elvissuperstar007,
You should set your scene in movable proxy, next evaluation scene, will be shorter.
Regards
Paride
For me for this reason, and the wind does not work in octane, the problem is in the frame buffer, dynamic viewport everything is fine
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Page octane render " В Контакте " http://vkontakte.ru/club17913093
- Elvissuperstar007
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Converter does not work Vray to Octane , I get the glass
Here is the scene
Look at the Fstorm render! He correctly converts all, octane can not convert one render Vray normally. Fstorm and the Corona work, Fstorm correctly converts the Corona and Vray.Octane 2017 year!))
Here is the scene
Look at the Fstorm render! He correctly converts all, octane can not convert one render Vray normally. Fstorm and the Corona work, Fstorm correctly converts the Corona and Vray.Octane 2017 year!))
- Attachments
-
- scene.rar
- (77.94 MiB) Downloaded 375 times
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Page octane render " В Контакте " http://vkontakte.ru/club17913093
- Elvissuperstar007
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Where is the Falloff? Metal
You yourself have created the correct metal! Why in the converter do we get this? I've already written to you two times, add the parameter to the converter.
You yourself have created the correct metal! Why in the converter do we get this? I've already written to you two times, add the parameter to the converter.
- Attachments
-
- Where is the FALLOFF.wmv
- (7.23 MiB) Downloaded 4913 times
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Page octane render " В Контакте " http://vkontakte.ru/club17913093
- did anyone have hard time connecting to network render - mine says wrong version, while I did have the correct one loaded onto the other machine - all the version numbers look OK.. unless there's a build number as well..
- also a feature qestion:
Specular material - is there a way that it actually shows up as transparent alpha when you save in .png - so far it only seems to work when there is some opacity - not actuall transparency from glass - alpha apparently treats the transparent materials the same as a diffuse one -
- also a feature qestion:
Specular material - is there a way that it actually shows up as transparent alpha when you save in .png - so far it only seems to work when there is some opacity - not actuall transparency from glass - alpha apparently treats the transparent materials the same as a diffuse one -
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
- paride4331
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Oh sweet - damn, I was looking at that button and I was thinking it was to do with the opacity setting only - was looking for thatparide4331 wrote:Hi acc24ex,
Did you install 3.06 Octane Stand Alone?
With 4.32_3.06 you need Octane Daemon 3.06.
About alpha, you have to check "affect alpha" in specular material.
Regards
Paride

3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
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//Octane render toolbox 3dsmax
- neonZorglub
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Hi Elvis,Elvissuperstar007 wrote:Converter does not work Vray to Octane , I get the glass
Here is the scene
Look at the Fstorm render! He correctly converts all, octane can not convert one render Vray normally. Fstorm and the Corona work, Fstorm correctly converts the Corona and Vray.Octane 2017 year!))
Thanks for the scene and report of this issue.
The current converter creates a Specular material for materials having some refraction, and the diffuse is ignored..
This will be fixed in next release, using a Mix material for those cases ..
Current workaround is to clear refraction before conversion, or change to a mix material after conversion, and re-assign a diffuse and a specular ..