OctaneRender® for 3ds max® v3.04.3 - 4.24 [OBSOLETE]

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OctaneRender® for 3ds max® v3.04.3 - 4.24 [OBSOLETE]

Postby neonZorglub » Thu Nov 17, 2016 10:40 pm

neonZorglub Thu Nov 17, 2016 10:40 pm
Plugin's version string 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>

This is a test release with new features implemented, so some issues are expected. Please report the bugs in the "Bug reports" section.


Changes of the 4.24 version

  • Updated Octane Renderer from 3.03.4 to 3.04.3
  • Replaced render layer 'visibility only' to visibility mode
  • Fixed crash if "Volume step length" of volume texture is too small
  • Added scene evaluation status display in Octane viewport title bar and option to disable it in Tools tab
  • Added missing texture types ("Cosine mix texture","Sine wave texture", "Triangle wave", "Saw wave", "Clamp" ), "W coordinates"
  • Added support for W control for Ornatrix Hair


Quick notes on new features:
-The newly supported textures works same as in standalone : add at least a UV scaling map to adjust the effect.
Note that the render in max viewport do not match those settings yet..
The option in the Tools tab "Enable 3dsMax Viewport UV Correction" might help.
-The newly supported W control for Hair also works same as in standalone, eg: adding a 'W Coordinates' texture as input to a 'Gradient Texture' used for hair material will let you control the variation along the length of hairs.
This 'W Coordinates' has no parameters. You can use the option 'Use custom W for Hair' in Tools tab to use Ws generated by the hair plugin.


Previous versions changelog (since major 4.0 plugin release):
Code: Select all

Changes of the 4.23 version
- Added menus to select valid VDB grid names for volume channel IDs
- Added options to change usage of empty VDB volume channel IDs (Tools tab)
- Added 'Explore folder' buttons in Tools/Troubleshooting
- Fixed dialog items scaling (eg, using 4K monitor and 150% scaling in Windows)
- Fixed new crash from 4.22 in material conversion
- Fixed max viewport wrong texture scale / tiling when using "Real world scale" on Bitmap UVs


Changes of the 4.22 version
- Fixed perspective correction
- Fixed crash on Render Elements / Add.. when Octane is not the renderer[*] Improved Octane Proxy Export dialog : display progress every frame, possible to cancel export, added time tweaking options
- Fixed crash on Save image from Octane Viewport
- Fixed texture environment material editor preview
- Fixed crash in non-octane material converter
- Added support of UV rotation and offset in non-octane material converter-- Mini guide to the new integrated material conversion system: --
- Fixed converted materials not showing in viewportPurpose: Load max scenes containing octane objects and materials created with octane plugin version 2.23.2 - 1.9 and earlier.
- Added buttons to convert non-octane materials only from slots or scene-Conversion system need to be activated first. 3dsMax need to be restarted for this activation / desactivation to take effect.
- Enabled Object color layer render pass-The 'Activate' check box let you select the activation status; a message 'Change will take effect on max restart' is shown as needed.
- Fixed occasional crash when using Render Elements-On the left of this check box, the current activation status is displayed.

Changes of the 4.21 version
- Fixed crash when exporting huge Octane Proxy files
- Improved Octane Proxy Export dialog : display progress every frame, possible to cancel export, added time tweaking options

Changes of the 4.20 version
- Fixed conversion of gradient texture
- Fixed conversion of main Camera Aperture, Focal depth, Dithering, Lens Shift, Min disp. samples
- Fixed proxy flag not recognized (now both 'octane_movable_proy' and 'octane_movable_proxy' are read, same for 'Octane_layer_ID' and 'octane_layer_ID')
- Fixed conversion failing to be activated (still grey materials in 4.19, where was working in 4.18..)

Changes of the 4.19 version
- Loading of 2.23.2 - 1.9 and older scenes with material conversion fully supported.
- Added conversion dialog in 'Tools' tab. See tooltips for more details.

Changes of the 4.18 version
- Loading of 2.23.2 - 1.9 and older scenes with material conversion support added. This should remove the need to use the external material converter !
  (This is a Test version! : Known issues: gamma and ToneMaping are incorrect, memory usage will increase
  -> don't overwrite you old scenes yet!)
- Fixed crash when using Reaction Manager with octane materials.


Changes of the 4.17 version
- New 3.03.4 rendering core.
- Fixed Black screen rendered when using Free Camera.
- Always enabled button to logout in Account tab.
- Added statistics in render window (object, face, light count).
- Changed CPU memory usage stat in Viewport to show used/maxi of 'out of core' reserved memory, instead of total estimate usage.
- bugs and memory leaks fixes.
   
Changes of the 4.16 version
- New 3.03.3 rendering core. Volumes export must work stable now, plus there are some other fixes in this new rendering core version...
- Added new "visible..." attributes for visible environment mode of daylight object.

Changes of the 4.15 version
- Implemented an export of volume objects. Known issue: currently export process might crash on some specific volume shapes. This is Octane core issue, must be fixed with next SDK version...
- Minor fixes and improvements...

Changes of the 4.14 version
- Improved render-elements windows positioning when exporting from interactive session.
- Fixed fluctuating bug: camera exposure got changed in some special cases after opening the saved scene (e.g. if FStop was not 2.8).
- Minor fixes and improvements...

Changes of the 4.13 version
- Added VDB import units type field to Octane VDB object.

Changes of the 4.12 version
- Unlocked the plugin's feature I've implemented a long time ago, responsible for loading the vertex velocities channel data into Octane rendering core if a velocity channel is present in an object of interest and if this channel is filled with a correct data by this object. This will not work for any 3ds Max (or thirdparty plugins) objects that do not have velocity channel exposed or fill it with faulty data (I've not seen the ones that do it correctly so far, perhaps you will find some). You can now find "Velocity channel ID" field in "Octane properties" of objects. Loading of velocity channel data into the Octane rendering core is disabled if this field has value less than "2" ('cause channel "0" is always "vertex colors" and channel "1" is a first UV channel).
- Fixed a bug: Octane OpenVDB object crashed if a chosen VDB file path did not exist.
- Minor fixes and improvements...

Changes of the 4.11 version
- Implemented the width/height settings for textures' viewport preview buffer.
- Now when "Render Map" is used for Octane textures the result has the desired resolution chosen in the "Render Map" dialog.
- Textures preview is now refreshed in 3ds Max viewport after changes are made.
- Implemented a translation of "crop/placement" parameters for native bitmap textures in materials converter.
- Implemented a translation of image sequence parameters for native bitmap textures in materials converter.
- Fixed region rendering bug in final render mode.
- Fixed the fluctuating bug: sometimes the interactive rendering got endlessly refreshed if turbosmooth modifier had been applied.
- Minor fixes and improvements...

Changes of the 4.10 version
- Fixed image textures camera mapping for movable proxy objects.
- Materials converter now retains viewport-active texture.
- Minor fixes and improvements...

Changes of the 4.9 version
- New 3.03.2 rendering core.
- Implemented the targeted/untargeted modes for Octane camera (e.g. usable for perspective match tool).
- Now you can set the quality for materials/textures previews (new "Mat. preview spp" field in Octane render settings).
- Minor fixes and improvements...

Changes of the 4.8 version
- New 3.03.1 rendering core.
- Far clip is now supported by camera.
- Minor fixes and improvements...

Changes of the 4.7 version
- Implemented the workaround to make the "Place highlight" functionality work. Use the new "Flip" attribute in Octane light object. It is a good practice to have this checkbox enabled in any new Octane light you create. It only needs to be disabled by default to not get all the lights flipped in your old scenes.
- Fixed a bug: artifacts sometimes when 3ds Max native textures were used as Octane image textures input.

Changes of the 4.6 version
- Improved the new "Save image" functionality of Octane interactive viewport. Now the render elements are given names and saved automatically.
- Improved the IES distribution visualization feature: now some melformed IES files are understood by the plugin.
- Minor fixes and improvements...

Changes of the 4.5 version
- Implemented a direct saving of current content of Octane viewport into image. See a new "Save image" button in a toolbar.
- Fixed one more issue of distribution visualization of some specific IES files for some specific locales.
- Minor fixes and improvements...

Changes of the 4.4 version
- PhoenixFD simulator object without OctaneVolume modifier applied is now considered a mesh by Octane. This is usable if you tend to enable "Show mesh" in it and render it as a mesh, not as a volume.
- Fixed IES distribution visualisation bug appeared for some specific locales.
- Minor fixes and improvements...

Changes of the 4.3 version
- Implemented new kind of Environment - "Visible environment". The existing Octane DayLight object ideology is changed. Now you can use up to two of those objects in a scene - one for main environment and one for visible environment (the new "Kind" attribute). And now you can set either of those to either "Daylight" or "Texture" environment type (the new "Type" attribute). In this case, if the main environment node is set to "Texture" type - it will replace the Octane environment map set in 3ds Max standard settings (if any).
- Added error logging to IES visualisation functionality. If you have issues with displaying IES distribution in 3ds Max viewport - attach please the Octane error log to the bugreport.
- Minor fixes and improvements...

Changes of the 4.2 version
- Fixed image textures bug.
- Minor fixes and improvements...

Changes of the 4.1 version
- Implemented the PhoenixFD simulator support. You need to apply the new "OctaneVolume" modifier on top of simulator object to have access to additional Octane-specific settings. Mapping of PhoenixFD channels to Octane: temperature -> emission, smoke -> apsorption -> scatter, and velocity -> velocity.
- Implemented a feeding of Octane image textures by non-Octane textures input. Now not only BitmapTex can be connected to "bitmap" attribute of Octane image textures. In this case the new "Bake input scale" and "Bake input resolution" attributes of Octane image texture must be tuned accordingly. But I still advise you to not abuse this approach too much, and still use the old efficient way: manually baking the texture to the file and use this file in created Octane image node. Because in the latter case you will do this manual baking only once - when you are creating the texture. But when you use this "on the fly" texture baking approach - the plugin will render (using standard 3ds Max CPU-calculated nodes) and bake every such texture every time during scene translation. So, if you have quite a few of such textures with high baking-resolution set - it will significantly increase the scene translation time. My measures for just one 3ds Max "Marble texture" show about 67ms rendering and baking it into 512x512 image buffer, and about 1500ms to do the same into 4092x4092 image buffer. Multiply this by amount of your non-Octane textures in the Octane scene - and you will get the overall slowdown time of every translation stage (the CPU-stage before Octane even starts to render on GPU).
- Minor fixes and improvements...

Changes of the 4.0 version
- Implemented the support of "Time" settings of standard BitmapTex when it is connected to any of Octane image textures. "Sync Frames to Particle Age" currently is not supported - this needs the support on Octane rendering core level.
- Implemented advanced file sequence settings for Octane image textures and volume object. The "digits number" setting only makes sense when direct file sequence is used (not an IFL file). The "end condition" makes sense only when IFL file is used. The "start frame" and "playback rate" are used in both modes.
- Textures preview now respects the timeline position when generated.
- Implemented the distribution visualisation for Octane IES lights having target. See the new "IES distribution visualisation" section in Octane settings.
- Minor fixes and improvements...



You can read about new features of OctaneRender™ 3.0 here:
viewtopic.php?f=33&t=51679


DOWNLOAD

OctaneRender for 3ds Max 3.04.3 - 4.24

DEMO version:
OctaneRender for 3ds Max 3.04.3 - 4.24 DEMO

If you need to see the changelog of current rendering core, or download standalone installer to get network slave and daemon please find it here:
viewtopic.php?f=24&t=55733
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Re: OctaneRender® for 3ds max® v3.04.3 - 4.24 [TEST]

Postby oguzbir » Fri Nov 18, 2016 2:31 am

oguzbir Fri Nov 18, 2016 2:31 am
Thanks Neon for this update. I've been waiting for this.
Would you please focus on the evaluation times(as you would ), it surely made a massive set back in our workflow. For big scenes, also small scenes with few objects but having high polycount like in prodcut viz.


I'm trying to set random colors for each hair.
I'm thinking about assigning mix texture to the diffuse.
Set mix amount as texture as random color texture. and give 2 different colors to first and second texture.
Also I'll be thinking about replacing those two colors with assigning 2 different W coordinate set mix textures giving me a more control over randomness.

This does not work. is it not achieveable ever? AFAIK I'm using latest ornatrix 4.5.2.8067
Or is it a bug of some sort. Not aware of how Standalone reacts to this.

But I'd like know how to do that...When I can do that?
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Re: OctaneRender® for 3ds max® v3.04.3 - 4.24 [TEST]

Postby acc24ex » Fri Nov 18, 2016 12:04 pm

acc24ex Fri Nov 18, 2016 12:04 pm
- OK, you didn't fix this zdepth bug - I actually took time to make sure it was the same repeatable bug on two computers and you don't include the fix - guy's I'm busy, and giving my 30 minutes of my time to check for your bugs is making me a bit irritated
- I am doing your job, for free (cause I want it to work) - you should give us another licence for free - cause then my time wouldn't feel as wasted
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Re: OctaneRender® for 3ds max® v3.04.3 - 4.24 [TEST]

Postby mbetke » Fri Nov 18, 2016 1:05 pm

mbetke Fri Nov 18, 2016 1:05 pm
My material conversion problem is still there:
- The conversion works well on all objects which are no X-Ref Files.
- The conversion works well if I first open a scene which has never been converted before. X-ref convert fine too.
- The conversion FAILS with "unexpected item status" message on all X-ref files as soon a I re-open a previously converted scene.

What can I do?
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Re: OctaneRender® for 3ds max® v3.04.3 - 4.24 [TEST]

Postby solomonfl » Fri Nov 18, 2016 4:49 pm

solomonfl Fri Nov 18, 2016 4:49 pm
acc24ex wrote:- OK, you didn't fix this zdepth bug - I actually took time to make sure it was the same repeatable bug on two computers and you don't include the fix - guy's I'm busy, and giving my 30 minutes of my time to check for your bugs is making me a bit irritated
- I am doing your job, for free (cause I want it to work) - you should give us another licence for free - cause then my time wouldn't feel as wasted


Hi acc24ex, what version of Max are you using?

I am not getting the same crash on my end ~ the Z-depth displays correctly when selected from the octane render window

I have attached a screen grab. I am using Max 2017

Screenshot 2016-11-18 11.34.08.png
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Re: OctaneRender® for 3ds max® v3.04.3 - 4.24 [TEST]

Postby Goldisart » Sun Nov 20, 2016 8:41 am

Goldisart Sun Nov 20, 2016 8:41 am
that would not kill(edit) every time the light at the numbers to put in the beginning of the name
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Re: OctaneRender® for 3ds max® v3.04.3 - 4.24 [TEST]

Postby neonZorglub » Sun Nov 20, 2016 10:51 pm

neonZorglub Sun Nov 20, 2016 10:51 pm
Hi acc24ex,

I could reproduce the z-depth crash; it comes from using a non multiple of 16 width of render buffer (using the 'Lock resolution' changes the width)
Note that this may also crash with other types of render, not only z-depth..
Just fixed now; will release 4.25 with this fix in the coming days..

We will try to address the other issues asap

Thanks
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Re: OctaneRender® for 3ds max® v3.04.3 - 4.24 [OBSOLETE]

Postby Elvissuperstar007 » Mon Nov 21, 2016 5:19 am

Elvissuperstar007 Mon Nov 21, 2016 5:19 am
And where is this value?
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Re: OctaneRender® for 3ds max® v3.04.3 - 4.24 [TEST]

Postby neonZorglub » Wed Nov 23, 2016 1:35 am

neonZorglub Wed Nov 23, 2016 1:35 am
mbetke wrote:My material conversion problem is still there:
- The conversion works well on all objects which are no X-Ref Files.
- The conversion works well if I first open a scene which has never been converted before. X-ref convert fine too.
- The conversion FAILS with "unexpected item status" message on all X-ref files as soon a I re-open a previously converted scene.

What can I do?


Hi mbetke,
The conversion of max files using X-Ref files is not an automatic process..
The only way is to convert each xref file individually : Load and save the max files with same filename and same location
(I guess this can be done with some max script on all files of a directory..)

Then, when you load and convert your main max file, the xref elements will first appear grey (because the conversion system was expecting old materials only..), but when you save and re-load this main file, all materials (from main file and xref files) will be 'v2' materials, no conversion will occur, and all will be rendered correctly.

(Be sure to keep a backup of your old v1.9 files, as there is no coming back when saving with same name and same location ..)

In the next release, we will add an option to disable the temporary and misleading conversion of xref materials..

Thanks
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Re: OctaneRender® for 3ds max® v3.04.3 - 4.24 [OBSOLETE]

Postby mbetke » Wed Nov 23, 2016 7:06 am

mbetke Wed Nov 23, 2016 7:06 am
Thanks for the informations. Now I know how to work with it. :)
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