OctaneRender® for 3ds max® v2.24.2 - 2.16 [OBSOLETE]

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JimStar
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Plugin's version number consists of two parts - version of Octane core integrated into this version of plugin, and the version of the plugin itself.
Format: v<Octane engine version> - <plugin version>

Changes of the 2.16 version
  • Improved non-linear workflow gamma processing. Material editor should have correct colors if Max gamma is enabled.
Previous versions changelog (since major 2.0 release):

Code: Select all

Changes of the 2.15 version
- Implemented a workaround to make a motionblur working for WSM objects.

Changes of the 2.14 version
- A couple of fixes in VRay converter.
- Improved gamma processing, to allow a proper linear workflow. Don't set Octane's "tonemapped" checkboxes if you have 3ds Max gamma enabled.

Changes of the 2.13 version
- Fixed one more issue with Octane viewport motion blur autorefresh.

Changes of the 2.12 version
- Improved Octane viewport alpha channel behaviour. Now it respects "Keep environment" setting.
- Minor fixes and improvements...

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...

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()
- 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...
[/code]


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.

Or the 2-stage converter.


OctaneRender for 3ds Max 2.24.2 - 2.16
OctaneRender for 3ds Max 2.24.2 - 2.16 DEMO

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.
wastzzz
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Posts: 149
Joined: Mon Oct 15, 2012 7:04 pm

Please explain me. This has become a little messy, I don't understand the workflow at all.
If I keep gamma correction enabled in 3dsmax preferences, what is the theoretically correct gamma now, if I want to use the DSCS315_5 camera response for example?
M.
daniel.reutersward
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I´m a bit confused here as well.

I don´t see any difference in this version? The material editor showed correct result when 3Ds Max Gamma was enable in 2.15?

3Ds Max Gamma enabled + tonemapping enabled = wrong gamma in Octane Viewport.
3Ds Max Gamma disabled + tonemapping enable = correct gamma in Octane Viewport, wrong gamma in material editor.
boris
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Posts: 148
Joined: Mon Jan 23, 2012 7:50 am

ok here is my suggestion:
- enabling max gamma should only affect the gamma for the material editor previews and display and not interfere with any octane gamma setting. the gamma of a bitmap also should just come from octane settings. enabling/disabling max gamma should not have any affect to the rendering IMO.
- octane tonemapping should be enabled by default. the user can get non tonemapped results by selecting linear response curve.


edit: or a more understandable way:
- ignore max gamma
- make a switch somewhere which gamma should be used for the material preview render
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JimStar
OctaneRender Team
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Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Guys please, do some more detailed testings before making quick conclusions that something is "wrong"... I will try to quickly explain the main points here.
I already wrote that 3ds Max SDK does not let to the plugin to control the material editor color picker gamma on its own. Thus "make a switch somewhere which gamma should be used for the material preview render" is not possible, at least in current Max SDK versions. So, to get proper colors in material editor (other than gamma 1.0) you need to use 3ds Max gamma settings, as it is supposed to be by 3ds Max developers.
All previous versions of the plugin did the gamma processing incorrectly, and it did not fit into 3ds Max ideology of processing gamma. So, in some cases the results saved to the image file (or even shown by 3ds Max on the screen) were absolutely wrong.

Some examples (I've used a converted DIO scene from here: viewtopic.php?f=80&t=50645&start=30#p260379).

Plugin version 2.12.

Camera gamma set to 1.0, 3ds Max gamma set to 1.0. The rendering result is saved from Max rendered frame window to a file. The "Automatic" gamma is chosen in the save dialog. A file is saved with correct 1.0 gamma (chosen in Octane camera):
plugin_2.12_gamma_1.0.png
Camera gamma set to 1.0, 3ds Max gamma set to 2.2. 3ds Max shows the result in gamma 1.0 in UI, despite the fact 2.2 is chosen in its settings. The rendering result is saved from Max rendered frame window to a file. The "Automatic" gamma is chosen in the save dialog. A file is saved with wrong gamma (actually like "-2.2"):
plugin_2.12_gamma_2.2.png
See the difference:
plugin_2.12.png
If after rendering with e.g. Max gamma 2.2 and camera gamma 1.0 you need to save it in gamma different than 1.0, and e.g. you choose 2.2 in image file saving dialog during saving (instead of "Automatic"), the file is incorrectly saved in 1.0 gamma.

Moreover, if you have rendered some image with one 3ds Max gamma setting (e.g. 2.2), and then changed it to another one (e.g. to 1.0) in settings (without re-rendering the buffer) - you get the wrong gamma in 3ds Max UI.
Before (right after rendering, Max gamma is set to 2.2, but shown in UI in 1.0):
plugin_2.12_UI_2.2.png
After (Max gamma changed to 1.0):
plugin_2.12_UI_1.0.png

Now the plugin version 2.16.

Camera gamma set to 1.0, 3ds Max gamma set to 1.0. The rendering result is saved from Max rendered frame window to a file. The "Automatic" gamma is chosen in the save dialog. A file is saved with correct 1.0 gamma (chosen in Octane camera):
plugin_2.16_gamma_1.0.png
Camera gamma set to 1.0, 3ds Max gamma set to 2.2. 3ds Max shows the result in gamma 2.2 in UI, exactly as it is chosen in its settings. The rendering result is saved from Max rendered frame window to a file. The "Automatic" gamma is chosen in the save dialog. A file is saved with correct 1.0 gamma (chosen in Octane camera):
plugin_2.16_gamma_2.2.png
See the "difference" (no difference actually, only different noise):
plugin_2.16.png
If you need to save it in gamma different than 1.0 (no matter what gamma is set in Max and in camera settings) - it is just chosen in image file saving dialog. E.g if you choose 2.2 during saving (instead of "Automatic"), the file is correctly saved in 2.2 gamma.

And no problems if you have rendered some image with one 3ds Max gamma setting (e.g. 2.2), and then changed it to another one (e.g. to 1.0) in settings (without re-rendering the buffer) - you always get the correct gamma in 3ds Max UI.
Before (right after rendering, Max gamma is set to 2.2, shown in UI correctly in 2.2):
plugin_2.16_UI_2.2.png
After (Max gamma changed to 1.0, shown in UI correctly in 1.0):
plugin_2.16_UI_1.0.png
Phil_RA
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Posting from the previous thread:

Max 2014 64bit

It seems the viewport is very laggy compared to previous versions (before 2.15), not sure if this is really an Octane bug but it started after I updated it to 2.15, even in simple scenes it's slow.
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profbetis
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Thank you JimStar for the thorough explanation.
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oguzbir
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Thank you JimStar.
Would you mind setting this topic (edit: not this topic but maybe as another topic dedicated as Gamma setting reference ) as sticky so that it will be easy to find when we need to remember the settings.
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daniel.reutersward
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Thank you for explaining Jim! Gamma have always been something I didn´t quite understand, so this post made me more confused than ever..
I was used to everything just working!

If I want to use the default gamma settings of 2,2 in 3Ds Max, how do I setup gamma in Octane so that the Octane Viewport (VFB) shows the correct gamma?
Sorry for the confusion!
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thanulee
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Hello guys, i wanna ask, everytime im upgrading my 3ds max plugin, i have to also upgrade the standalone? thanks
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