OctaneRender® for 3ds max® v2.23.1 - 1.5 [OBSOLETE]

Forums: OctaneRender® for 3ds max® v2.23.1 - 1.5 [OBSOLETE]
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OctaneRender® for 3ds max® v2.23.1 - 1.5 [OBSOLETE]

Postby JimStar » Fri May 01, 2015 6:15 am

JimStar Fri May 01, 2015 6:15 am
Don't switch the current critical projects to this major version, as you may need to re-tune the scene for them.

Changes since the 1.3 version

  • New 2.23.1 engine (see the standalone changelog).
  • Added the "Cube map" camera mode.
  • Fixed the Octane viewport crash bug (thanks to Pancir).
  • Fixed hair&fur bug (thanks to oguzbir).
  • Fixed Octane render settings dialog bug (double rollouts in some cases).
  • Added some lost textures to the Octane material DB.
  • The Octane viewport passes rendering now respects the settings of current pass if they are set in render elements.
  • 3ds Max versions prior to 2012 and 32-bit versions are no longer supported.
  • Minor fixes and improvements...

Changes of the 1.3 version

  • Fixed the bug in render elements (some passes rendered instead of others).
  • Added the "Light pass ID" parameter to Octane lights.
  • Minor fixes and improvements...


Changes of the 1.2 version

  • Fully reworked the LiveDB mehanizm (and user interface). Now you are able to import materials both from LiveDB and from LocalDB.
  • Implemented the new feature: exporting the material of chosen object into LocalDB, LiveDB or into ORBX package. See the new "Export Octane material" context menu item of the objects.
  • Fixed the Max 2014 installer bug.
  • Now the installer knows how to find the old versions of Max (2010-2012).


Fixes of the 1.1 version

  • Fixed the Octane viewport bug (grain in some cases).
  • Improved the installer: now it knows how to find the 3ds Max Design install paths.


Changes of the 1.0 version

  • New 2.22.2 engine.
    • Don't use the stereo mode anymore to disable stereo in the thin-lens camera, but the stereo output setting. This makes the stereo settings of the panoramic and thin-lens cameras consistent.
    • Added option "Pixel aspect ratio" to the thin-lens camera node, which allows you to render to a non-square pixel format (like NTSC or PAL).
    • Added option "Aperture aspect ratio" to the thin-lens camera node, which allows you to stretch/squash the DOF disc.
    • Added pin "Keep upright" to the panoramic camera node. If enabled, the up-vector is kept at (0, 1, 0).
    • Added option "Pano blackout latitude" to the panoramic camera node, which defines the minimum latitude (in spherical camera coordinates) at which the rendering is "blacked out", when stereo rendering is enabled. This is to avoid eye strain, when people try to look up or down at the poles.
  • Reworked the passes mehanizm:
    • Implemented the new feature of quickly choose and render any pass in OctaneRender viewport in live-render mode - see the new combobox in Octane viewport window. Exporting into Max framebuffer now exports all the passes chosen as render-elements if the current Octane viewport pass is beauty pass. If any other pass is chosen for rendering in Octane viewport - only this current pass will be exported to Max framebuffer.
    • Added all the missed passes to render elements.
    • Added the missed parameters of some passes to render elements settings (e.g. "AO max. samples", "AO alpha shadows" for "Ambient occlusion" pass, etc...).
    • Added the missed common paramters for info-passes: such as "Start after beauty", "Max. samples", "Distributed tracing", "Filter size" and "Tonemapping". You can find this settings-group inside the common kernel settings.
    • Added the "Object layer ID" parameter to Octane object properties. Now you can render Octane object layer masks in both the final render and in Octane viewport session.
    • Now you can assign the light pass numbers to emission nodes and render the mask passes in both the final render and in Octane viewport session.
    • Added "Render layer setup" group to common settings (you can set e.g. the current Octane layer to be rendered).
  • Multiprocessor calculations are now used in some parts of code to speedup the plugin. This work is just in the beginning, so more parts of the plugin will become multithreaded in future.
  • New installer is implemented. Now you can install the Octane plugin into all installed Max versions in one go. Standard uninstaller procedure is registered in Windows and is put into start menu together with the link to manual after installation.
  • Version string of the plugin from now on is structured. The version number contains two parts: "<engine version> - <plugin version>". This way the plugin is able to have its own independent version number which does not depend on the engine version it is linked with. This is the only way to have own roadmap for the plugin planned in the tracker.
  • Minor fixes and improvements...


DOWNLOAD
OctaneRender for 3ds Max 2.23.1 - 1.5 (11.5MB autoinstaller file)
OctaneRender for 3ds Max 2.23.1 - 1.5 DEMO (10.0MB autoinstaller file)

For network slave and daemon please download standalone installer here:
viewtopic.php?f=24&t=46125


Yours,
The OctaneRender® Team.
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Re: OctaneRender® for 3ds max® v2.23.1 - 1.5 [TEST]

Postby yufei » Fri May 01, 2015 7:10 am

yufei Fri May 01, 2015 7:10 am
Thanks for the new release, you guys are amazing.

But, what about the stereo panorama(or stereo spherical) function? We currently have a big urgent task need it. We can not count on the Standalone version since our project file is huge, it's a big challenge to export an ABC file. Do you have a plan when will add the stereo panorama function completely to the plugin version?

Thank you.

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Re: OctaneRender® for 3ds max® v2.23.1 - 1.5 [TEST]

Postby Elvissuperstar007 » Fri May 01, 2015 7:22 am

Elvissuperstar007 Fri May 01, 2015 7:22 am
thank you very much
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Re: OctaneRender® for 3ds max® v2.23.1 - 1.5 [TEST]

Postby gabrielefx » Fri May 01, 2015 7:23 am

gabrielefx Fri May 01, 2015 7:23 am
thanks!
For me stereoscopic parallel camera is a limitation, I need parallel or convergent mode and a parameter to adjust the convergence as we do with the pick focus.
Stereoscopic Cameron-Pace cameras work with adjustable convergence.
Using parallel cameras we have to adjust parallax within stereoscopic tools.

There is a big difference between a stereo parallel render and the convergent version.

Also anaglyph simulation is not ok if compared with those we have in all compositing programs. Tweaking the two colors doesn't help, I can't match my red-cyan glasses.

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Re: OctaneRender® for 3ds max® v2.23.1 - 1.5 [TEST]

Postby oguzbir » Fri May 01, 2015 9:01 am

oguzbir Fri May 01, 2015 9:01 am
Great stuff thanks Jim..
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Re: OctaneRender® for 3ds max® v2.23.1 - 1.5 [TEST]

Postby perro_abombao » Fri May 01, 2015 11:01 am

perro_abombao Fri May 01, 2015 11:01 am
thank you Jim!!!!
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Re: OctaneRender® for 3ds max® v2.23.1 - 1.5 [TEST]

Postby RobSteady » Fri May 01, 2015 11:13 am

RobSteady Fri May 01, 2015 11:13 am
Thanks Jim!
Good work!
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Re: OctaneRender® for 3ds max® v2.23.1 - 1.5 [TEST]

Postby oguzbir » Fri May 01, 2015 12:38 pm

oguzbir Fri May 01, 2015 12:38 pm
Jim hi
I have a question to ask.
3dsmax has a fairly decent tool that matches Perspective of the background image. I explained the procedure below.
The problem with that is. When you match the view. And create a camera from that view.
The created camera has a non-uniform scale distort on all axis. (different scales for xyz not %100)

It's funny that a distorted camera does the trick in Vray Scanline and mr.
I use that feature on a regular basis. In theory it's bullsh*t
And of course Octane does't renders that angle but it assumes the camera as a %100 uniform un-distorted camera.

I wonder if it can be implemented. Eventhough its not the best way. Or maybe The new aspect properties of the camera can help us with that?


The procedure is as follows.
In perspective view go to Utilities Panel... More... Perspective match....
Click on Show vanishing lines. align them in way that you kind a mimic 2 point perspective.
That's it.
To create the camera from that view (that perspective ) go to menu, Create, camera, Create camera from view
The camera is distorted ( right click on the scale icon top above)
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Re: OctaneRender® for 3ds max® v2.23.1 - 1.5 [TEST]

Postby Elvissuperstar007 » Sat May 02, 2015 4:04 am

Elvissuperstar007 Sat May 02, 2015 4:04 am
Please add the camera orthogonal
it is inconvenient to use for this purpose standard camera
also does not work forest pack ( Edge mod )
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Re: OctaneRender® for 3ds max® v2.23.1 - 1.5 [TEST]

Postby perro_abombao » Sat May 02, 2015 4:11 pm

perro_abombao Sat May 02, 2015 4:11 pm
Hi Jim.

Thank you for you big effort. :) :)
the solution for import material from localDB issue, still miss one little thing: the type of noise.
i.e. the values are oK, but the default perlin noise it´s imported instead Chips.

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