OctaneRender® for 3ds max® v2.11.1a

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OctaneRender® for 3ds max® v2.11.1a

Postby Karba » Wed Oct 15, 2014 9:46 pm

Karba Wed Oct 15, 2014 9:46 pm
Main changes since version 2.11.1

  • Added static noise parameter for Direct Lighting and Path Tracing kernels.
  • Fixed render element clamp.

Main changes since version 2.10

  • Render passes/elements.
  • Region render for production render.
  • Added highlight compression option to camera imager node. Using this option, you can reduce burned out highlights by compressing them (which decreases their contrast). This works similar to the Reinhard tone mapping.
  • Added pins "hue", "saturation" and "contrast" to the color correction node to control hue, saturation and contrast of the input texture. Since Octane textures are sampled spectrally, hue and saturation don't work perfectly, but as long as you use them not too aggressively they should do the trick. We might have an idea how to improve that, but that will require some more work.
  • We had to remove the pins "brightness scale" and "black level" since we ran out of fields in our color correction shader node.
  • Added new noise texture node which currently has 4 noise types: "Perlin", "Turbulence", "Circular" and "Chips". "Perlin" is like the turbulence node with "use turbulence" disabled. "Turbulence" is like the turbulence node with "use turbulence" enabled. "Circular" is a Worley noise and "Chips" is a Voronoi noise.
  • Fixed hanging render kernels for some displacement cases (causing some of the dreaded CUDA errors).
  • Fixed hair normals.

DOWNLOAD
Installer http://render.otoy.com/plugindownloads/ ... _11_1a.zip (30MB ZIP File)

For network slave and daemon please download standalone installer here
viewtopic.php?f=33&t=42854

Yours,
The OctaneRender® Team.
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Re: OctaneRender® for 3ds max® v2.11.1a

Postby mykola1985 » Wed Oct 15, 2014 9:52 pm

mykola1985 Wed Oct 15, 2014 9:52 pm
Outstanding stuff!!! downloading... thank you Karba!
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Re: OctaneRender® for 3ds max® v2.11.1a

Postby gabrielefx » Wed Oct 15, 2014 10:06 pm

gabrielefx Wed Oct 15, 2014 10:06 pm
thank you!
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Re: OctaneRender® for 3ds max® v2.11.1a

Postby MistAjuliax » Wed Oct 15, 2014 10:42 pm

MistAjuliax Wed Oct 15, 2014 10:42 pm
Hi Karba,
thanks for new release :). I have a question about motion blur and pflow source. When i set my particle to movable proxy, i can see in real time the moving of my particles but motion blur doesn't work as i expected. Oject motion blur is very buggy and block to 1samp/pix and constantly refresh ... I have to set to vertex motion blur to see the effect, and it's only visible from the frame emit stops. I'd like to know if it is a bug or a limitation and if a pflow full support is planed ?

Thanks, regards.
Attachments
pfow motion blur 01.jpg
no motion blur
pfow motion blur 02.jpg
motion blur
Last edited by MistAjuliax on Wed Oct 15, 2014 10:44 pm, edited 1 time in total.
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Re: OctaneRender® for 3ds max® v2.11.1a

Postby Karba » Wed Oct 15, 2014 10:43 pm

Karba Wed Oct 15, 2014 10:43 pm
MistAjuliax wrote:Hi Karba,
thanks for new release :). I have a question about motion blur and pflow source. When i set my particle to movable proxy, i can see in real time the moving of my particles but motion blur doesn't work as i expected. Oject motion blur is very bugguy and refresh constantly to 1samp/pix ... I have to set to vertex motion blur to see the effect, and it's only visible from the frame emit stops. I'd like to know if it is a bug or a limitation and if a pflow full support is planed ?

Thanks, regards.


Could you give me the scene?
[email protected]
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Re: OctaneRender® for 3ds max® v2.11.1a

Postby MistAjuliax » Wed Oct 15, 2014 10:52 pm

MistAjuliax Wed Oct 15, 2014 10:52 pm
Karba wrote:
MistAjuliax wrote:Hi Karba,
thanks for new release :). I have a question about motion blur and pflow source. When i set my particle to movable proxy, i can see in real time the moving of my particles but motion blur doesn't work as i expected. Oject motion blur is very bugguy and refresh constantly to 1samp/pix ... I have to set to vertex motion blur to see the effect, and it's only visible from the frame emit stops. I'd like to know if it is a bug or a limitation and if a pflow full support is planed ?

Thanks, regards.


Could you give me the scene?
[email protected]


I send you the scene by pm. it's 3ds max 2015 scene, do you need a previous 3ds max version ?
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Re: OctaneRender® for 3ds max® v2.11.1a

Postby Karba » Wed Oct 15, 2014 10:54 pm

Karba Wed Oct 15, 2014 10:54 pm
MistAjuliax wrote:
Karba wrote:
MistAjuliax wrote:Hi Karba,
thanks for new release :). I have a question about motion blur and pflow source. When i set my particle to movable proxy, i can see in real time the moving of my particles but motion blur doesn't work as i expected. Oject motion blur is very bugguy and refresh constantly to 1samp/pix ... I have to set to vertex motion blur to see the effect, and it's only visible from the frame emit stops. I'd like to know if it is a bug or a limitation and if a pflow full support is planed ?

Thanks, regards.


Could you give me the scene?
[email protected]


I send you the scene by pm. it's 3ds max 2015 scene, do you need a previous 3ds max version ?

2015 is fine
Thank you
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Re: OctaneRender® for 3ds max® v2.11.1a

Postby Karba » Wed Oct 15, 2014 10:58 pm

Karba Wed Oct 15, 2014 10:58 pm
got it, thank you
I will investigate the issue.
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Re: OctaneRender® for 3ds max® v2.11.1a

Postby MistAjuliax » Wed Oct 15, 2014 11:02 pm

MistAjuliax Wed Oct 15, 2014 11:02 pm
Karba wrote:got it, thank you
I will investigate the issue.


OK, thanks.
I'll check your response later, time to sleep for me in france.
Have a good day.
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Re: OctaneRender® for 3ds max® v2.11.1a

Postby coilbook » Thu Oct 16, 2014 12:05 am

coilbook Thu Oct 16, 2014 12:05 am
For some reason object motion blur is disabled by default now in octane prop Thanks
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