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Re: OctaneRender® for 3ds max® v2.13

PostPosted: Tue Dec 02, 2014 8:38 am
by bicket
Hi Karba

:( Border mode of the displacement map doesn't work

Re: OctaneRender® for 3ds max® v2.13

PostPosted: Fri Dec 05, 2014 4:38 pm
by oguzbir
Karba Hi,

I assume you're working on the next build.
I wonder if it would be possible to add a feature that would mean a lot to us.

I'll be asking for an override material feature. Like clay mode, you implemented earlier. But this time we could have our custom render passes manually. Which is kinda cool.

it's really necessary for me to render a single material for all objects in the scene. I do it for my custom passes.
We can do this by saving another file. But its just not feasible to save all other custom passes.
This would really speed my workflow.

thanks,

Re: OctaneRender® for 3ds max® v2.13

PostPosted: Tue Dec 09, 2014 9:41 am
by HHbomb
I just realize that in network render, there is no more info from number of rendering GPU.
Is there an option or it is no more visible ? It was a good info...

Re: OctaneRender® for 3ds max® v2.13

PostPosted: Wed Dec 10, 2014 11:03 am
by oguzbir
There is a bug in saving render passes.

I rendered output to a png file
added indirect reflection and indirect diffuse saved also as PNG.
The result is below.
Sorry if it's reported earlier, elsewhere..

Edit: Direct Diffuse pass renders in octane viewport. ( if you press port to max buffer )
Direct Diffuse pass renders black if you do a MAX's final render.

Re: OctaneRender® for 3ds max® v2.13

PostPosted: Thu Dec 11, 2014 2:23 am
by merid888
the versión 2.13 is so slow a simple image with direct light and ambient oclussion took a 5.51 minutes with 500 maxsamples and 1000 x 800 px
anyone can help me, please
add image

Re: OctaneRender® for 3ds max® v2.13

PostPosted: Thu Dec 11, 2014 9:22 am
by mbetke
Many alphamaps used on the textures maybe? It slows things down.
VRay supports some kind of filtering option that can be turned off for alphamaps and it speeds stuff really up. Octane doesnt support it. :(

You can also try to check "coherent mode". Maybe it helps too.

Re: OctaneRender® for 3ds max® v2.13

PostPosted: Thu Dec 11, 2014 11:08 am
by DIO
HHbomb wrote:I just realize that in network render, there is no more info from number of rendering GPU.
Is there an option or it is no more visible ? It was a good info...

+1

Just updated all machines to 2.13 and Net GPU info is missing.
Could you please bring it back in the next release ?

Re: OctaneRender® for 3ds max® v2.13

PostPosted: Thu Dec 11, 2014 5:08 pm
by merid888
no many maps, just diffuse maps, no alpha maps, i'll try with coherent mode
thank you for comment

Re: OctaneRender® for 3ds max® v2.13

PostPosted: Fri Dec 12, 2014 4:25 pm
by coilbook
HHbomb wrote:I just realize that in network render, there is no more info from number of rendering GPU.
Is there an option or it is no more visible ? It was a good info...

+1 I spent 30 minutes thinking my network was messed up

Re: OctaneRender® for 3ds max® v2.13

PostPosted: Fri Dec 12, 2014 9:46 pm
by oguzbir
New Bug.
Disabling "Elements Active" checkbox doesnt work.
it still outputs render passes if you press port to max buffer window in OCt. viewport.