OctaneRender® for 3ds max® v2.23.2 - 2.6 [OBSOLETE]

Forums: OctaneRender® for 3ds max® v2.23.2 - 2.6 [OBSOLETE]
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.6 [TEST]

Postby athosrojas » Fri Aug 21, 2015 3:03 am

athosrojas Fri Aug 21, 2015 3:03 am
thx for your patience jim , one more time.

i got problems with speed tree opacity maps the alpha opacity maps dont project shadows as correct ways.
Attachments
speedtreebug2.jpg
speedtreebug.jpg
HEEEEEEEEEEEEEEEEEEEEEEEEEEEELP!!!! :(
Last edited by athosrojas on Fri Aug 21, 2015 3:16 am, edited 1 time in total.
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.6 [TEST]

Postby athosrojas » Fri Aug 21, 2015 3:05 am

athosrojas Fri Aug 21, 2015 3:05 am
BTW any way to install the stable version both standalone and max plug version 2.21 i think on 3d max 2016 ?
i think about to regret to 3d max 2015 and octane 2.21 i will lose my mats ? :(
if i post on wrong place feel free to put this on correct place thx :)
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.6 [TEST]

Postby athosrojas » Fri Aug 21, 2015 4:56 am

athosrojas Fri Aug 21, 2015 4:56 am
Something is wrong with this new release BOTH standalone and max plug.
fake shadows dont working

opacity maps dont project shadows,


i regret for 2.21.
good luck with this new version i will mantain 2 versions of octane on my desk and max 2016 for test and 2015 for work thx for your patience jim . :D
Attachments
bugado.jpg
new release octane specular with fake shadows dont working
octane21.jpg
octane 2.21 fake shadows working
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.6 [TEST]

Postby athosrojas » Fri Aug 21, 2015 6:29 am

athosrojas Fri Aug 21, 2015 6:29 am
one more thing . i dont know if is the plug in problem or max 2016 problem , but viewport navigation using this new release + max 2016 , is a pain in the ... *
i felling better now navigating on 2015 + octane 2.21 , now i undestand how camera lock works ,and is prety good, but like i said something is wrong :/ :?
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.6 [TEST]

Postby oguzbir » Fri Aug 21, 2015 2:08 pm

oguzbir Fri Aug 21, 2015 2:08 pm
Hello Jim,
Here is a bug report for this version.

While Octane Viewport is open....
Copying an already assigned HDRI Environment map ( under Texture environment texture) to a material slot. -> VIA DRAG&drop or by script->
Locks up Octane viewport but keeps GPU's continue working but cant see the result progress.

As you can see in the image below:
if I either copy the environment texture to material slot. PINK arrow
Or Just use my script to do that Green Arrow
Where the maxscript code is a simple one...
Code: Select all
meditMaterials[24]=EnvironmentMap

Result gives:
- Octane viewport sample counter locks at that moment.
- Octane viewport does not update if I... say, rotate the view.
- GPU's seem to continue their work.
- Octane log window does not tell anything.

I thought that problem comes from Implemented Octane textures previews in material editor. feature added in v2.3
So I tested with plugin ver 2.2 but same problem there. It must be there since v2.0..

Bug acts same in 2014 and 2016 and tested this with 2.2 & 2.6 version

Bug reportoct2.JPG
Octane viewport locks and does not update. Sticks with the same sample.
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.6 [TEST]

Postby mikinik » Fri Aug 21, 2015 9:32 pm

mikinik Fri Aug 21, 2015 9:32 pm
oguzbir, confirm, too, have this problem. met her when setting up material with subsurface scattering.
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.6 [TEST]

Postby rodrigotrovao » Sun Aug 23, 2015 7:50 pm

rodrigotrovao Sun Aug 23, 2015 7:50 pm
hair & fur Modifier takin all my memory (16gb - ram) when sending for gpu.
Updated drivers.
version 2.6
renders but takes tooooooooooooooo long to do it.
I tried converting hair to geometry and gives me the same behaviour.

Then i exported STANDALONE and it was OK because didnt suck my ram and it was faster. Something's wrong here with max plugin.
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.6 [TEST]

Postby boris » Mon Aug 24, 2015 11:44 am

boris Mon Aug 24, 2015 11:44 am
athosrojas wrote:thx for your patience jim , one more time.

i got problems with speed tree opacity maps the alpha opacity maps dont project shadows as correct ways.


my guess is you unchecked "alphashadow" in kernel options.
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.6 [TEST]

Postby Goldisart » Mon Aug 24, 2015 2:34 pm

Goldisart Mon Aug 24, 2015 2:34 pm
during the active viewport when you click reload on the texture - 3d max crash (2016)
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Re: OctaneRender® for 3ds max® v2.23.2 - 2.6 [TEST]

Postby athosrojas » Mon Aug 24, 2015 4:27 pm

athosrojas Mon Aug 24, 2015 4:27 pm
myfault1.jpg
alpha shadow on in new version fake shadows OK
boris wrote:
athosrojas wrote:thx for your patience jim , one more time.

i got problems with speed tree opacity maps the alpha opacity maps dont project shadows as correct ways.


my guess is you unchecked "alphashadow" in kernel options.



Sorry Jim sorry guys i will be more carefull before post "bugs" , last week was hard for me . so was all my fault , just turned on the alpha shadow and all "BUGS" dissapear . and about bad navigation i see now is 3d max 2016 fault, not octane render fault

sorry JIm one more time
Attachments
myfault2.jpg
Opacity shadows ok !
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