OctaneRender® for 3ds max® v2.23.2 - 2.0 [OBSOLETE]

Forums: OctaneRender® for 3ds max® v2.23.2 - 2.0 [OBSOLETE]
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OctaneRender® for 3ds max® v2.23.2 - 2.0 [OBSOLETE]

Postby JimStar » Wed Jun 24, 2015 3:11 am

JimStar Wed Jun 24, 2015 3:11 am
THIS MAJOR VERSION'S SCENE FORMAT IS NOT COMPATIBLE WITH PREVIOUS PLUGIN VERSIONS! DON'T SWITCH THE CURRENT CRITICAL PROJECTS TO THIS AND LATER RELEASES!!!

Changes of the 2.0 version

  • Implemented the MaxScript support for Octane render settings.
    Big refactoring has been made to achieve this (together with refactoring described in bullet #4), the Octane scene data format has been changed significantly enough to not be able to have the old scenes converted "on the fly". So the scenes made in previous Octane plugin versions will be incompatible with plugin versions starting from this major 2.0 version. Don't switch the current critical projects to this version.
  • Any changes of Octane parameters from inside MaxScript are instantly reflected in UI of rendersettings dialog (if opened).
  • Changed the "filename" parameter type of Octane nodes: now it has the same standard "filepath" type as the same parameters in other 3ds Max native nodes and can be easily accessed from MaxScript.
  • Fully refactored the Octane nodes' parameter ID generation algorithm: the new algorithm allows to easily extend Octane nodes inside 3ds Max by additional plugin-specific parameters in future. Thanks to this change the next feature is already implemented:
  • Added the camera mapping support to Octane image textures. See the new "Camera mapped" checkbox in Octane image textures properties.
  • Octane GPU config now can be stored with scene and accessed from MaxScript.
  • Minor fixes of Octane viewport.
  • "Elements Active" checkbox in render-elements settings is now respected by Octane.
  • Fixed one more Octane proxy preview scaling issue: in the case the scene unit scale was adopted from loaded file having proxies in it.
  • Other fixes and improvements...


Changes of the 1.9 version

  • Added 3ds Max 2016 support.
  • Added stereo mode parameter to Octane camera.
  • Octane viewport now eats less resources if paused.
  • Minor fixes and improvements...

Changes of the 1.8 version

  • Fixed the Octane light On/Off - Visible/Invisible mess.
  • Implemented the gradient texture support for Octane DB. This fixed the crashes when importing the materials having gradient textures in them.
  • Added the missed "Smooth" parameter to gradient texture.
  • Materials imported from Octane DB now are named according to DB material name.
  • Added parallel processing to some parts of global meshes translation. Should be a little faster now...
  • Minor fixes and improvements...

Changes of the 1.7 version

  • New 2.23.2 engine.
  • New "Cube map" camera modes added: now you can render different faces of cube map separately.
  • Fixed the bug with saving the values of "alpha shadow" and "keep environment".
  • The OctaneProxy unit scale is now respected if inserted from the OctaneProxy-file saved from plugin version 1.7 or later.

Changes of the 1.6 version

  • Added stereo mode for panoramic camera.
  • Added "Lock camera" feature to Octane viewport.
  • Fixed Octane viewport background bug.

Changes of the 1.5 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...


DOWNLOAD
OctaneRender for 3ds Max 2.23.2 - 2.0 (12.7MB autoinstaller file)
OctaneRender for 3ds Max 2.23.2 - 2.0 DEMO (11.2MB 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® v2.23.2 - 2.0 [TEST]

Postby tonycho » Wed Jun 24, 2015 4:42 am

tonycho Wed Jun 24, 2015 4:42 am
Thank you very much Jimstar :D
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Postby 3dgeeks » Wed Jun 24, 2015 6:15 am

3dgeeks Wed Jun 24, 2015 6:15 am
Nice update. Ill update and see if it fixes differences in frames rendered between computers.
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Postby nildoe » Wed Jun 24, 2015 6:36 am

nildoe Wed Jun 24, 2015 6:36 am
Thx for the big update jim..especially the camera mapping..thats cool..

I have a question regarding maps/materials...any idea how we can use the std max procedurals and from other third party dev for that matter? id like to use multimap from growfx, or forest color from forest pack for example... or the simple yet very useful procedural gradient from max itself?

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Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Postby Goldisart » Wed Jun 24, 2015 6:43 am

Goldisart Wed Jun 24, 2015 6:43 am
Hi error glass see the link

viewtopic.php?f=80&t=47094&start=60
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Postby oguzbir » Wed Jun 24, 2015 8:53 am

oguzbir Wed Jun 24, 2015 8:53 am
Oh my!

Jimstar, Thank you so much for your efforts in this.
And this is a real milestone for the plugin I must say. You are the unsung hero of this.
"Maestro".... :)

I haven't give it a deeper look. But I did managed to change some values in the renderer via scripting. Work effortlesly
I'll be contacting some scripters to let them know now they can include support for Octane for their plugins and scripts.

I have an on going project so It'll take some time to spot bugs for now. But here are some bugs I found initially.

While adjusting and RGB Image or Alpha image.
- Cannot right click&copy the filename and path as before. That seems to be broken

When the macrorecoder is Enabled.
- File input buttons does not provide the input directly.
- I mean say you input a "ABC.jpg" file in RGB Image in material editor.
The Macrorecoder outputs
meditMaterials[10].filename = "{BA10D0DF-3737-4799-B493-25DE01CCFCEE}"
But if I do that manually using script say
meditMaterials[10].filename = "ABC.jpg" It works. and assigns the file to the material.
This is also the same case for IES light
$.file = "{FFEC9D73-13E9-4681-B312-56AA573A394F}"

I mean It works but it is kind of weird. just wanted you to know.
I guess this works the same with the max default PhotometricLight
and we select an ies to it.
it outputs
Free_Light intensityAt:1000 webfile:"{27432CCF-1C48-411A-9F3B-B95AC468CF87}" ..... blabla.

Thank you so much
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Postby Goldisart » Wed Jun 24, 2015 9:30 am

Goldisart Wed Jun 24, 2015 9:30 am
+1 bug

problems in setting up the camera imager



this problem must be solved first priority!!!! you cannot adjust !!!!!!!!!!!!!!!!!!!
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Postby Dom74 » Wed Jun 24, 2015 9:39 am

Dom74 Wed Jun 24, 2015 9:39 am
Hello JimStar, I'm asking again,
with this release and the last 1.9, on 3DSMAX 2016, every time I start 3DSMAX, all GPU core frequency are going up, from 324 Mhz to about 1050 Mhz,
even with an empty scene and no octane viewport opened, so it is very power consuming when working on modeling or texturing.

For now, the only way to avoid this behavior is to disable all GPU while working on a scene, but it's not suitable in a long session, and if I open the Octane viewport or
the material editor without previously activate at least one GPU, 3DSMAX freeze, and I have to close all and restart, and all not saved work is lost.
Can you investigate about that, please ?
Win7 x64 - 3DSMAX 2019 - 32GB RAM - 1080 TI
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Postby ka-ra » Wed Jun 24, 2015 9:47 am

ka-ra Wed Jun 24, 2015 9:47 am
Another bug:
Right click on the filename in the RGB image node not open the menu to copy-paste
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Postby JimStar » Wed Jun 24, 2015 10:47 am

JimStar Wed Jun 24, 2015 10:47 am
Dom74 wrote:Hello JimStar, I'm asking again,
with this release and the last 1.9, on 3DSMAX 2016, every time I start 3DSMAX, all GPU core frequency are going up, from 324 Mhz to about 1050 Mhz,
even with an empty scene and no octane viewport opened, so it is very power consuming when working on modeling or texturing.

For now, the only way to avoid this behavior is to disable all GPU while working on a scene, but it's not suitable in a long session, and if I open the Octane viewport or
the material editor without previously activate at least one GPU, 3DSMAX freeze, and I have to close all and restart, and all not saved work is lost.
Can you investigate about that, please ?

I've seen this, will investigate it... But I've only seen the frequency going up, not the load - load is always 0% when rendering is stopped... Do you have the load not going down in addition?
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