OctaneRender® for 3ds max® v3.06 TEST 3 - 4.31 [OBSOLETE]

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coilbook
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paride4331 wrote:@GOLDISART
about PNG corrupt:
it does not look like an Octane issue, could you kindly take a look here:
https://corona-renderer.com/forum/index ... 297.0.html
Regards
Paride
HI Paride

Could you guys tell us if Phoenix FD 3 will get Octane Volume modifier like 2.2 had? It was mentioned 3.06 has Phoenix fd 3 support but no modifier. It is very inconvenient to use Octane Volume Object. Modifier is way more convenient.

And one more question will we see support of Phoenix FD mist, foam, splash, wetmaps in the future. Seems like most all renderers support basics like foam, splashes and we can never get these things in Octane.

Thank you!
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kcpr-raffaEl
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mbetke wrote:I have a scene with this error. last week I already asked here how to submit a scene to the devs so they can work with it.
Can you publicly share that scene?
Or maybe someone else? Something simple but with this issue existing?

We could play with settings and see how does it acts on other hardwares, etc..
What do you think?
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paride4331
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Joined: Fri Sep 18, 2015 7:19 am

Hi coilbook,
I will ask it to developers and will keep you informed when I have news asap.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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justix
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paride4331 wrote:@Justix
Hi Justix,
I checked and reported to developers your issue last week.
I could not always reproduce the issue, I did not understand this issue and why and when it happens.
Have you a scene that always repeats your issue?
Could you kindly share it, in pm if you want?
Regards
Paride
Hi Paride, PM
Win 7 64 | 2 X MSI AERO GtX 1070| Intel I7-6850K| 32 GB DDR4 RAM | Asus X99 II-A
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paride4331
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HI Guys,
FOR EVERYONE WHO'S HAVING SAMPLES LAG ISSUE WITH AS:
Workaround: Use only whole numbers in Expected exposure.
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Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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paride4331
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Joined: Fri Sep 18, 2015 7:19 am

coilbook wrote:
HI Paride

Could you guys tell us if Phoenix FD 3 will get Octane Volume modifier like 2.2 had? It was mentioned 3.06 has Phoenix fd 3 support but no modifier. It is very inconvenient to use Octane Volume Object. Modifier is way more convenient.

And one more question will we see support of Phoenix FD mist, foam, splash, wetmaps in the future. Seems like most all renderers support basics like foam, splashes and we can never get these things in Octane.

Thank you!

Developers are working on it now; current support is limited to use Phoenix FD 3 plugin using Phoenix FD 2 objects.
Next release will support new Phoenix FD 3 liquids, fire, smoke; maybe foam, splashes, mist.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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Goldisart
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a fake caustic for animation :) ?????????????????????? :) :) :) :) :) :)
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acc24ex
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..OK how about you release a quickly fixed version so we don have to use the the Normal: none workaround.. just this one thing, as I keep on going through materials and setting this - as I'm using this plugin, and everything else works fine for me, apart for the normals thing..

EDIT apartently it's qucker for me to write a one line script

for i = 1 to selection.count do ( selection.material.normal_input_type = 2 )

paste it into maxscript listener, select and drag and drop onto toolbar, it will create a button..

..sometimes it's easy as doing a one line, instead of waiting for a month to fix the simplest annoying things, doesn't work on mix materials, should work on multiple.. anyway .. code away guys, I'll check again in a few months maybe you'll fix the normal bug thing



octane material normal to empty texture.zip
(318 Bytes) Downloaded 270 times
Last edited by acc24ex on Tue Apr 04, 2017 8:50 am, edited 3 times in total.
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paride4331
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acc24ex wrote:..OK how about you release a quickly fixed version so we don have to use the the Normal: none workaround.. just this one thing, as I keep on going through materials and setting this - as I'm using this plugin, and everything else works fine for me, apart for the normals thing..
Hi acc24ex,
4_31test seems to works well with normal map, it does not works when the normal map slot is empty but instead of "none" parameter is 0 or >0.
Set it to "none".
viewtopic.php?f=80&t=60450&start=20#p309330
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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acc24ex
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yes, Paride - I made a notion that I know the bug, and that it's still annoying to change it on every file I open an older file, as it's present on all materials
- also it works if you set Normal to texture
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