OctaneRender® for 3ds max® v2.22.2 - 1.1 [OBSOLETE]

Forums: OctaneRender® for 3ds max® v2.22.2 - 1.1 [OBSOLETE]
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.1 [TEST]

Postby JimStar » Thu Apr 16, 2015 7:32 am

JimStar Thu Apr 16, 2015 7:32 am
gabrielefx wrote:thank you.
Not tested yet because because I'm finishing a work with 2.21.
Yesterday I watched a video demo regarding Octane for Nuke.
The guy switched between all the passes through a menu and all of them were renderized all together.
I need this feature implemented.

thanks

What you mean "rendered all together"? If you mean in the Octane viewport - I don't think it's a good idea. As the purpose of the live-preview - is speed, it should render and refresh as quickly as possible. In this case - the more "hidden" passes it will render and store in background, the slower this live-preview will work. I even think about disabling the rendering of all chosen render-elements in live-preview mode, only render them in the final-rendering mode. As usually the user just does not delete all the chosen render-elements before starting the Octane viewport - but all these elements are rendered in the background if the "beauty" pass is chosen in Octane viewport. Moreover, they all are rendered in HDR mode, so despite the fact the live-preview does not need HDR data to show it in the window, a lot of resources is spent to translate this HDR to LDR during refresh of every frame (this is made just to be able to "export" this data later into Max framebuffer, instead of using the proper final-render mode for that)... So, if the user wants to only watch the quickly refreshed beauty pass in live-mode - they anyway spend additional resources to render all the chosen render-elements in background in HDR mode...

But if you mean the final-render mode - then I agree, all the chosen passes should be rendered in final-render mode in one go. Is it not the case at the time? If not, I can have a look at this mehanizm and improve it...
I just think it should be more consistent - the live-preview mode should be as quick as possible, rendering one fast lightweight image of chosen pass. And the final-render should render all the heavy passes in one go...
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.1 [TEST]

Postby JimStar » Thu Apr 16, 2015 7:33 am

JimStar Thu Apr 16, 2015 7:33 am
bicket wrote:Installdir of my max 2012 is located at HKEY_LOCAL_MACHINE\SOFTWARE\Autodesk\3dsMax\14.0\MAX-1:409
Installdir of max design 2014 is just HKEY_LOCAL_MACHINE\SOFTWARE\Autodesk\3dsMaxDesign\16.0

Thank you!
Could you please just post the screenshot of thie regedit window with these keys?..
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.1 [TEST]

Postby RobSteady » Thu Apr 16, 2015 7:37 am

RobSteady Thu Apr 16, 2015 7:37 am
Still finishing a project with 2.20.
But thanks a lot for the quick updates/fixes/response!

This all looks promising ;)
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.1 [TEST]

Postby 3dgeeks » Thu Apr 16, 2015 7:46 am

3dgeeks Thu Apr 16, 2015 7:46 am
[/quote]
But if you mean the final-render mode - then I agree, all the chosen passes should be rendered in final-render mode in one go. Is it not the case at the time? [/quote]

Hi Jimstar, yes this is not the case, it renders one after the other with no speed benefit over rendering each pass one at a time.
Ideally octane should be using the information from when the beauty is calculated to generate ID, lightpasses, Zdepth, reflection etc as its already in its brain.

Otherwise something like the lightpass would be no different than just turning some lights on and others off and rerendering.
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.1 [TEST]

Postby bicket » Thu Apr 16, 2015 7:52 am

bicket Thu Apr 16, 2015 7:52 am
JimStar wrote:
bicket wrote:Installdir of my max 2012 is located at HKEY_LOCAL_MACHINE\SOFTWARE\Autodesk\3dsMax\14.0\MAX-1:409
Installdir of max design 2014 is just HKEY_LOCAL_MACHINE\SOFTWARE\Autodesk\3dsMaxDesign\16.0

Thank you!
Could you please just post the screenshot of thie regedit window with these keys?..



Here it is
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.1 [TEST]

Postby JimStar » Thu Apr 16, 2015 7:52 am

JimStar Thu Apr 16, 2015 7:52 am
3dgeeks
But you should take into account, that the plugin depends on how the Octane engine works. So, the passes the plugin gets - are got from the engine. So, if the engine will render some passes one after other - the plugin will get them exactly this way. I mean it should be just not needed to restart the final-render again and again for each pass - the plugin must just render all the passes in one final-render session, get them all from the engine, and fill in Max framebuffers with them... If it is not the case at the time - I'll have a look...
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.1 [TEST]

Postby JimStar » Thu Apr 16, 2015 7:56 am

JimStar Thu Apr 16, 2015 7:56 am
bicket wrote:Here it is

Thank you! It was extremely useful.
I'll improve the installer in next version - it will know about 2012 now.)

PS. What a crazy mind have thought out such a crazy registry paths, moreover - having completely different structure for different versions of the same product! :lol:
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.1 [TEST]

Postby ka-ra » Thu Apr 16, 2015 11:28 am

ka-ra Thu Apr 16, 2015 11:28 am
Hello,

There is a problem with passes:

- In the Octane viewport (interactive view) the lightpass is working, but not at the render time, it's totally black.
Same thing to the sunlight.

thanks for the great work
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.1 [TEST]

Postby perro_abombao » Thu Apr 16, 2015 12:09 pm

perro_abombao Thu Apr 16, 2015 12:09 pm
Hi Jim.
Thanks yo very much for this release.
Could be awesome if octaneMAX lights had a control for light passes. :) :)
(maybe the other new parametres for emissions to... or, in standalone the limit for 100000 power it´s removed) :oops:
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.1 [TEST]

Postby coilbook » Thu Apr 16, 2015 1:36 pm

coilbook Thu Apr 16, 2015 1:36 pm
can we get a button that will sync octane camera settings in octane render dialog to octane camera. Because once octane camera is created everything has to be readjusted since it does not match camera settings in octane render setup camera dialog. thank you
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