OctaneRender® for 3ds max® v2.24.2 - 2.11 [OBSOLETE]

Forums: OctaneRender® for 3ds max® v2.24.2 - 2.11 [OBSOLETE]
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OctaneRender® for 3ds max® v2.24.2 - 2.11 [OBSOLETE]

Postby JimStar » Thu Nov 26, 2015 4:35 am

JimStar Thu Nov 26, 2015 4:35 am
Changes of the 2.11 version

  • Implemented the animation of background for Octane viewport.
  • Made the changes to Octane API to improve the material DB dialog user experience for the plugins: the material DB dialog is now asynchronous (you can import a couple of materials in sequence), and retains its full UI state between openings.
  • Added "Perspective correction" to camera settings.
  • Fixed the motion-blur refresh behaviour in Octane viewport in some special cases.
  • A couple of minor fixes and improvements...


Previous versions changelog (since major 2.0 release):
Code: Select all
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...

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 - 2.11 (13.3MB autoinstaller file)
OctaneRender for 3ds Max 2.24.2 - 2.11 DEMO (12.5MB autoinstaller file)

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


Please, if you decided to report a bug:

- 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...
- If you use Google-translator to post here - check please what you got before posting it, and edit it before posting. Ask your friends to check it if you don't speak English. These threads have got overfilled by Google-translator balderdash that is impossible to understand.
- Don't post here the reports about how Octane engine works - use the Octane Standalone forum sections for that.
- If you like to discuss something about the plugin - create a separate thread, don't flood in these testing threads please.

Any meaningless or rebus-like "reports" here will be deleted, just to keep the testing threads clean - because these threads are directly used as the source for fixing and improving the plugin.
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.11 [TEST]

Postby DominionXX » Thu Nov 26, 2015 7:24 am

DominionXX Thu Nov 26, 2015 7:24 am
Thank You so much. The interactivity with liveDB is awesome... I don't have to enter and exit each time I want to add a material. The plugin seems a little bit faster in overall UI interaction.
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.11 [TEST]

Postby raylab » Thu Nov 26, 2015 8:06 am

raylab Thu Nov 26, 2015 8:06 am
Great, thanks!
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.11 [TEST]

Postby akira » Thu Nov 26, 2015 8:24 am

akira Thu Nov 26, 2015 8:24 am
Thnaks for the great job!
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.11 [TEST]

Postby ka-ra » Thu Nov 26, 2015 8:31 am

ka-ra Thu Nov 26, 2015 8:31 am
Hello,

thanks for the release.

It seems that the perspective correction checkbox do nothing.
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.11 [TEST]

Postby Goldisart » Thu Nov 26, 2015 11:18 am

Goldisart Thu Nov 26, 2015 11:18 am
There's a plugin for 3Dmax Project Manager I use fall easy. The programmer from this company promised to include the conversion script Vray(Mental), etc. to Octane render. The question of when Octane render will be fine to recognize Vray materials. Because even if he'll screw in the batch Converter script converting software will be convertible but not right
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.11 [TEST]

Postby Goldisart » Thu Nov 26, 2015 2:32 pm

Goldisart Thu Nov 26, 2015 2:32 pm
Does not appear click the disable individual camera settings
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2015-11-26 17-30-48 Untitled - Autodesk 3ds Max 2016 .png
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.11 [TEST]

Postby boris » Thu Nov 26, 2015 5:37 pm

boris Thu Nov 26, 2015 5:37 pm
tnx jim for the release.

scene with octane sun:
the "keep environment" button in conjunction with "alpha channel" has no effect on the octane render viewport (tested with path tracing kernel). it works after port to max frame buffer.
since we use octane render viewport for production this is very important.
don't know if that worked in earlier versions, just made the switch from pre 2x version (where it worked perfectly).
tnx
boris
Last edited by boris on Thu Nov 26, 2015 5:38 pm, edited 1 time in total.
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.11 [TEST]

Postby darkline » Thu Nov 26, 2015 5:38 pm

darkline Thu Nov 26, 2015 5:38 pm
Hi Jim

Thanks for addressing these issue - much appreciated. However I'm still getting the motion blur refresh problem in my scenes. Again if I disable 'autoupdate movable proxy', or 'motion blur' the refreshing stops.

thanks
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Re: OctaneRender® for 3ds max® v2.24.2 - 2.11 [TEST]

Postby JimStar » Thu Nov 26, 2015 8:41 pm

JimStar Thu Nov 26, 2015 8:41 pm
darkline wrote:Hi Jim

Thanks for addressing these issue - much appreciated. However I'm still getting the motion blur refresh problem in my scenes. Again if I disable 'autoupdate movable proxy', or 'motion blur' the refreshing stops.

thanks

Are you sure you're using this version of plugin? Because your scene renders in Octane preview without any problems in this version.
1.png
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