OctaneRender® for 3ds max® v2.23.2 - 2.5 [OBSOLETE]

Forums: OctaneRender® for 3ds max® v2.23.2 - 2.5 [OBSOLETE]
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OctaneRender® for 3ds max® v2.23.2 - 2.5 [OBSOLETE]

Postby JimStar » Tue Aug 18, 2015 4:23 am

JimStar Tue Aug 18, 2015 4:23 am
Changes of the 2.5 version

  • Fixed the GPU setup dialog issues.
  • Fixed the bug: current batch render view animation rendering did not stop completely after cancelling.


Changes of the 2.4 version

  • Fixed the minor bug: the newly implemented textures previews did not refresh in material editor in some cases.

Changes of the 2.3 version

  • Added "Export Octane material" button to Octane materials properties rollout in material editor. So, now you can export some specific material, even just some subtree of full material's setup.
  • Added "Enable texture" parameter to Octane sun.
  • Added "Enable displacement" parameter to Octane render settings.
  • Implemented Octane textures previews in material editor. You need to refresh the previews cache in material editor to get existing "black squares" disappear.
  • Implemented the support of 3ds Max orthographic views.
    Important thing to notice: Octane camera can be thought as some "physical thing" that always has the position. The ortho-views' "cameras" in 3ds Max are just like "infinite frustrums" and always return (0, 0, 0) as "camera" position. So, if such a "camera" (after becoming Octane ortho camera) appears to be right in the center of the scene (or even worse in the center of some object) - you might see some objects "clipped". To avoid this please use the new "Ortho view shift" parameter in Octane's general camera settings. This parameter shifts the ortho-view camera position (along the view direction) away from the Max's (0, 0, 0) position to the needed distance. You can set this parameter to always have Octane's ortho-view cameras positions outside of the whole scene. Don't set this value toooo big "just in case" - as this may cause precision errors.
  • Implemented support of orthographic mode for Octane camera nodes. See new "Orthographic" checkbox in Octane camera rollout.
  • Fixed Octane's native "Focal depth" parameter not working for Octane camera nodes.
  • Minor fixes and improvements...

Changes of the 2.2 version

  • Minor fixes and improvements... No new features, working on making this branch stable...

Changes of the 2.1 version

  • Fixed the bug: the assignment to the complex Octane node parameters from MaxScript did not work. Now you can use MaxScript constructions like
    Code: Select all
    sceneMaterials.Some____Glossy_material.diffuse_tex = RGBSpectrum_Texture()
  • Fixed the render-settings dialog spinners bug.
  • Fixed the issue when some materials did not load from LiveDB.
  • Made the Octane image textures' filepath buttons to have the standard assets menu.
  • Minor fixes and improvements...

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...


DOWNLOAD
THIS MAJOR VERSION'S SCENE FORMAT IS NOT COMPATIBLE WITH PRE-2.0 PLUGIN VERSIONS! DON'T SWITCH THE CURRENT CRITICAL PROJECTS TO THIS AND LATER RELEASES!!!
Read the changelog of this 2.X branch and discussions in previous threads of 2.X versions.
You can use the materials export/import to/from LocalDB to transfer the materials between 1.X branch versions and current versions.

OctaneRender for 3ds Max 2.23.2 - 2.5 (13.2MB autoinstaller file)
OctaneRender for 3ds Max 2.23.2 - 2.5 DEMO (11.7MB autoinstaller file)

For network slave and daemon please download standalone installer here:
http://render.otoy.com/forum/viewtopic.php?f=24&t=46125


Yours,
The OctaneRender® Team.
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.5 [TEST]

Postby nikostap » Tue Aug 18, 2015 5:16 am

nikostap Tue Aug 18, 2015 5:16 am
thanks, Download operating normally) Without any ugly file-names.)
But Material preview still not work correctly)
Безымянный.png



and again error
max 2016,gtx680, 355.60 v Driver, windows 10 pro

CUDA error 719 on device 0: An exception occurred on the device while executing a kernel. The context cannot be used anymore and must be destroyed. All existing device memory allocations from this context are invalid and must be reconstructed.
-> failed to load symbol data to the device (camera data)
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.5 [TEST]

Postby JimStar » Tue Aug 18, 2015 5:41 am

JimStar Tue Aug 18, 2015 5:41 am
nikostap wrote:Material preview still not work correctly)
Безымянный.png

I don't see here any incorrectness. Could you explain what is wrong here?
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.5 [TEST]

Postby nikostap » Tue Aug 18, 2015 5:57 am

nikostap Tue Aug 18, 2015 5:57 am
Is it new icon for material? I just have not seen them before.
If this is the case then there is no problem. Sorry aboute that/
But there is a problem with the renderer. He stopped after a while, and an error that I described above.
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.5 [TEST]

Postby HHbomb » Tue Aug 18, 2015 6:17 am

HHbomb Tue Aug 18, 2015 6:17 am
Hello
color correction don't work with displacement texture. If there is a a color correction node, the displacement don't work.
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.5 [TEST]

Postby Goldisart » Tue Aug 18, 2015 7:05 am

Goldisart Tue Aug 18, 2015 7:05 am
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2015-08-18 10-00-36 OctaneRender Viewport.png
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.5 [TEST]

Postby Goldisart » Tue Aug 18, 2015 7:14 am

Goldisart Tue Aug 18, 2015 7:14 am
hank you very much for the material editor to work nicer
Last edited by Goldisart on Tue Aug 18, 2015 3:41 pm, edited 1 time in total.
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.5 [TEST]

Postby merid888 » Tue Aug 18, 2015 2:50 pm

merid888 Tue Aug 18, 2015 2:50 pm
thank you new versión, i have a problem with max 2014, with the sky texture
the last versión 2.23.2-1.9 Works fine
the new versión have a error, look dar and can's use the parameters and hdri or another image
some one can help me ?
please
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.5 [TEST]

Postby lunarstudio » Tue Aug 18, 2015 4:15 pm

lunarstudio Tue Aug 18, 2015 4:15 pm
Running into issues with the install on Windows 10:

"Error opening files for writing:
C:\Program Files\Autodesk\3ds Max 2016\octane.dll

Click Abort to stop the installation,
Retry to try again, or
Ignore to skip this file."

Tried running the installer as admin and checked directory permissions - should have worked fine.
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.5 [TEST]

Postby HHbomb » Tue Aug 18, 2015 4:31 pm

HHbomb Tue Aug 18, 2015 4:31 pm
Hello
Could it be possible to have image map readable as a map by 3dsmax.
I mean : Viewport canvas don't see the map in diffuse slot, just power and transform. If I create a new texture from viewport canvas, it is a bitmap one...
Could it be possible to have in "RGB image" node of Octane render an input for a "bitmaptexture" node (with all rollout desactived or unusable)

As Autodesk seems to want to improve Viewport canvas it would be a pitty if we can't use it easely with OR.

And I think then that a "lot" of limitations for other Tools could be resolved.
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