OctaneRender® for 3ds max® v2.24.2 - 2.10 [OBSOLETE]

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OctaneRender® for 3ds max® v2.24.2 - 2.10 [OBSOLETE]

Postby JimStar » Mon Oct 05, 2015 11:25 pm

JimStar Mon Oct 05, 2015 11:25 pm
Quick-fix release.. Changes of the 2.10 version

  • Implemented multi-material support for Forest Pack geometry objects.

Changes of the 2.9 version

  • New 2.24.2 engine.
  • Fixed crash in some cases of using "pick" in Octane viewport.
  • Fixed camera "target focusing" mode.
  • Fixed "Lock camera" behavior in the case currently locked view was maximized.
  • Fixed Forest Pack objects rendering issue where the material assigned to Forest Pack "Custom object" was used instead of one assigned to Forest Pack geometry.
  • Octane viewport is now refreshed automatically if motion blur parameters change in render settings.
  • Implemented the hack to clean up the GPU memory every time after rendering is finished.
  • Minor fixes and improvements...


Previous versions changelog (since major 2.0 release):
Code: Select all
Changes of the 2.8 version
- Fixed bug: Octane viewport closed after render settings dialog closed.
- Fixed and improved the lock-resolution functionality of Octane viewport.
- Improved Octane's nodes displaying in "shaded" and "realistic" viewport modes. Implemented the support of all other texture nodes in addition to image textures (including Mix Texture) in "shaded" and "realistic" modes.
- Minor fixes and improvements...

Changes of the 2.7 version
- Fixed bug: crash when closing the scene during Octane live-session active.
- Fixed bug: live-session refresh stop after drag&drop of the material or texture.
- Fixed bug: render elements regression, rendered black in final render mode.
- Fixed bug: IFL support regression.
- Implemented the full support of IFL format, including comments and frames-count numbers for each file. Now you can use the full format like this:
        ; Anything after a semicolon is a comment, and is ignored.
        sand.jpg 20
        pebble.png
        stone.tif 40   
        boulder.tif 25
- Minor fixes and improvements...

Changes of the 2.6 version
- Implemented the native 3ds Max BitmapTex support as the alternative input for Octane Image textures. You can use the Viewport Canvas now to draw "on the fly" on the Octane textures.
- Minor fixes and improvements...

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]sceneMaterials.Some____Glossy_material.diffuse_tex = RGBSpectrum_Texture()[/code]
- 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 2.24.2 - 2.10 (13.3MB autoinstaller file)
OctaneRender for 3ds Max 2.24.2 - 2.10 DEMO (12.5MB autoinstaller file)

For network slave and daemon please download standalone installer here:
viewtopic.php?f=24&t=50498


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- Give a meaningful description about what you think is wrong and how to reproduce it (in addition to screenshots if any). I can't solve the "one screenshot" rebuses without any meaningful description...
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Postby Jorgensen » Tue Oct 06, 2015 7:26 am

Jorgensen Tue Oct 06, 2015 7:26 am
i can confirm that it's now possible to edit and use the forest pro materials, but one has to manually fix the materials.

so i guess itoo have to update their materials, but when properbly won't do that before they are sure that the octane plugin dosen't change it material logic.

are otoy coordination with itoo on theese issues?

thanks :-)
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Postby JimStar » Tue Oct 06, 2015 8:51 am

JimStar Tue Oct 06, 2015 8:51 am
jorgensen
"Material logic" wasn't changed.
If you choose "OctaneRender" in Forest library before importing the object - the Octane materials are imported together with the object. Just not all Forest library objects have "OctaneRender" option available...
Or you can choose standatd materials option in library and then just use the Octane convertor for them.
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Postby Goldisart » Tue Oct 06, 2015 8:56 am

Goldisart Tue Oct 06, 2015 8:56 am
While Pak fores is not adapted to the octane, use your library. And all offer more actively participate in the discussion of this problem on the forum http://www.itoosoft.com
text Pak works with default settings at 1.9 Octan render but it's a step back (and not all built-in libraries) . . . . . waiting for the updates on the website in http://www.itoosoft.com

(the combination option to use the old version of the Forest where they not used a new material multi color)
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Postby Goldisart » Tue Oct 06, 2015 11:57 am

Goldisart Tue Oct 06, 2015 11:57 am
I don't know why but when I convert materials free plugins it hangs 3dmax
hang 3Dmax happens spontaneously sometimes all is well sometimes error
if you wait and endure the sagging occurs after 1-2 minutes but this is upsetting ( to go crazy)

I think this comes from the fact that each object is reassigned to a new material ..... and if lens a lot going on this time delay .....
as a variant of the first conversion on a minimum number of items - copy and then clone and work from ITOO FOREST
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Postby matttrebor » Tue Oct 06, 2015 3:13 pm

matttrebor Tue Oct 06, 2015 3:13 pm
the link with HDR light studio is still broken... The proxy hdr Bitmap is not loaded in the bitmap slot.
This is a huge issue when working on design rendering...
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Postby oguzbir » Tue Oct 06, 2015 4:02 pm

oguzbir Tue Oct 06, 2015 4:02 pm
In pre 2.0 releases Octane viewport used to display Black Background when Lock resolution to window button is pressed.
Which came handy while working materials of objects to be final rendered on black bgr.
I kindda liked that feature or defect sadly its no longer avail.
Because, That grey transparent checker grid background thing really messes all my head.

Would it be possible for you to add an option to select background color or just black maybe.

I have a workaround for it. Just add 100pix. Black jpg as a max viewport background. And it works well.
But then I need the urge of having a button on the Octane viewport to easily enable or disable the use viewport Background checkbox.
It's cumbersome going back and forth to render settings dialogs.
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Postby vk3d » Tue Oct 06, 2015 4:13 pm

vk3d Tue Oct 06, 2015 4:13 pm
Fix converter please by adding function "convert selection"
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Postby darkline » Tue Oct 06, 2015 8:50 pm

darkline Tue Oct 06, 2015 8:50 pm
Octane background still doesn't update if you use an AVI or a sequence of images. it only shows the first frame.

Live DB closes everytime you import a material. Please change it to the way it used to be, so we can choose a slot, import, and continue.
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Postby Goldisart » Wed Oct 07, 2015 8:47 am

Goldisart Wed Oct 07, 2015 8:47 am
Thank you very much for the new version of the program. Very good very pleased that octane render for d max 3 developing so quickly. I have a request to add a disable in Octan camera feature Imager and transfer to a standard main Image//////////
//// I understand that the camera octane render. You can do instance. Well, for example : if I have 2 groups. And 1 of them must be normal, and group 2 ortografic - instans will not help and will have to reconfigure each group of cameras is why this feature is needed --- in vray by the way it is !
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