OctaneRender® for 3ds max® v2.15

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Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

Main changes since version 2.13
  • Added option "Cast illumination" to emitter nodes. Disabling this option will disable emission, i.e. it won't be visible in diffuse reflections, but still be fully visible in specular reflections. It will also be excluded from the direct light calculation.
  • The emission sampling rate can now be set to 0, which means that the emitter will be excluded from the direct light calculation.
  • Added option "Surface brightness" to emitter nodes. Enabling this option will cause emitters to keep the surface brightness constant independent of the emitter surface area, i.e. the total emitted power will be dependent on the emitter surface area. The scaling is done in a way that a texture emitter will produce the same colour in the rendering (if the diffuse channel is black), when the camera response curve is set to "Linear/off", exposure to 1, gamma to 2.2 and vignette to 0. Disabling the option will keep the total emission power constant, i.e. the surface brightness will become dependent on the emitter surface area.
  • Removed the pins "Fstop" and "ISO" from the camera imager node, since they only control exposure which is done already by the exposure pin. The only thing these two pins added was confusion, since some people expected the ability to control the depth of field with Fstop. You can find a Lua script graph that emulates the old behaviour here: http://render.otoy.com/forum/viewtopic.php?f=73&t=43944
  • Scaled exposure in the camera imager so that a texture environment produces the specified colour in the rendering, if the camera response curve is set to "Linear/off", exposure to 1, gamma to 2.2 and vignette to 0. The exposure of older scenes will be converted automatically.
  • Fixed incorrect rendering of Fresnel reflection on glossy materials with bump/normal maps.
  • Fixed a kernel hang in displacement in certain situations.
  • Fixed "ghosting" that sometimes occured when sub-sampling is enabled in network rendering.
  • Fixed a bug in network rendering that could cause slaves to crash.
  • Added diffuse roughness.
  • Added new texture node "polygon side" which renders white on the front face and black on the backface of a polygon. You can use this to do backface culling (by putting this texture into the opacity channel) or to allow double-sided materials (placing it into a mix material) and textures (placing it into a mix texture).
  • Replaced "coherent mode" with a float pin "coherent ratio", which allows you to blend between non-coherent rendering (0) and "super-coherent" rendering (1). Please be aware that for values above 0.4 you will usually need a few thousand samples per pixel to get rid of visible artifacts and values above 0.5 hardly ever make any sense.
  • Fixed incorrect warning of invalid daemon sub-net.
  • plugin bug fixes.

Due to the switch to CUDA 6.5 you will need a current graphics driver of version 344.x or higher.

DOWNLOAD
Installer http://render.otoy.com/plugindownloads/ ... p_2_15.zip (30MB ZIP File)

For network slave and daemon please download standalone installer here
http://render.otoy.com/forum/viewtopic.php?f=33&t=43923

Yours,
The OctaneRender® Team.
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bicket
Licensed Customer
Posts: 365
Joined: Thu Mar 01, 2012 10:46 am
Contact:

Thanks KArba

I'll test now ;)
PortFolio
4 x TITAN - Win 7 64 - Octane Rocks
HHbomb
Licensed Customer
Posts: 1373
Joined: Wed Jun 30, 2010 8:45 pm
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wahou thanks for the update, can't wait to test it !!!
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
3dgeeks
Licensed Customer
Posts: 193
Joined: Wed Jun 11, 2014 8:12 am

Nice work guys. Some really nice fixes there. Especial thumbs up for the Emission area and disable in GI. :)
[email protected]
Licensed Customer
Posts: 134
Joined: Tue Jun 01, 2010 12:52 pm

thank you very much! very nice release! wish I had it before current project :)
Windows 10 64bit, Intel i5, 32gb Ram, 2x nvidia 1080ti, Driver: 390.77
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Goldisart
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Posts: 780
Joined: Sat Oct 26, 2013 8:47 am

хорошая работа!!!!!!
Last edited by Goldisart on Mon Dec 15, 2014 3:01 pm, edited 1 time in total.
akira
Licensed Customer
Posts: 94
Joined: Sun May 30, 2010 4:33 pm

Thanks a lot Master Karba!
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nildoe
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Posts: 464
Joined: Wed Sep 14, 2011 9:03 am
Location: Maputo-Mozambique
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Thx for the release Karba!

Question regarding the double sided materials, does this mean that now double-sided materials from vray for example are converted properly or do we still have to do conversion manually?

Nildo
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!

MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
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nildoe
Licensed Customer
Posts: 464
Joined: Wed Sep 14, 2011 9:03 am
Location: Maputo-Mozambique
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Hi Karba,

I was playing with double sided materials..more specifically, Mix Material, and just for the fun of it i wanted to see if i could put 2 Diffuse Materials that casted different illumination colors and power (on a plane), Only the front side of the plane would cast illumination, the back side did not.

And to answer my own question, currently we have to manually convert double sided materials, i tried..

Nildo
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!

MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Thank you

But still no net GPU indicator since it disappeared in 2.13
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