OctaneRender® for 3ds max® v3.04.3 - 4.25 [OBSOLETE]

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OctaneRender® for 3ds max® v3.04.3 - 4.25 [OBSOLETE]

Postby neonZorglub » Mon Nov 21, 2016 2:45 am

neonZorglub Mon Nov 21, 2016 2:45 am
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 the test release with new features implemented, so some issues are expected. Please report the bugs in the "Bug reports" section.


Changes of the 4.25 version

  • Fixed crash with z-depth and locked resolution (render buffer width issue)
  • Added access to Octane Viewport Pause Rendering action. Now it can be mapped to any keyboard shortcut (Customize/Customize User interface/Keyboard/Group:Octane)


Quick note on new features from 4.24:
-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 4.24 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

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 - 4.25

DEMO version:
OctaneRender for 3ds Max 3.04.3 - 4.25 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 - 4.25 [TEST]

Postby Elvissuperstar007 » Mon Nov 21, 2016 8:50 am

Elvissuperstar007 Mon Nov 21, 2016 8:50 am
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Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]

Postby AlexMakhov » Mon Nov 21, 2016 8:52 am

AlexMakhov Mon Nov 21, 2016 8:52 am
+1.
Same problem.
The program stops responding during 5-10 minutes after change any parametrs.
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Octane_fix.jpg
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Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]

Postby mbetke » Mon Nov 21, 2016 10:51 am

mbetke Mon Nov 21, 2016 10:51 am
Now all my material libraries are just white without any textures. Just blank slots. But the small image preview is still there. Really annoying...
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Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]

Postby paride4331 » Mon Nov 21, 2016 1:49 pm

paride4331 Mon Nov 21, 2016 1:49 pm
Hi guys,
This issue, already reported in previous days, it is very annoying and difficult to detect because it can not be replicated by everibody.
Could you kindly test attached scene by dragging RGB and / or hdri environment map in 3dsMax environment slot and report if you have the issue?
Thank you
Paride
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test.zip
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Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]

Postby paride4331 » Mon Nov 21, 2016 6:14 pm

paride4331 Mon Nov 21, 2016 6:14 pm
Hi mbetke,
could you kindly attach a scene opened in 4.25 has your material issue?
Thanks
Paride
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Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]

Postby coilbook » Mon Nov 21, 2016 8:21 pm

coilbook Mon Nov 21, 2016 8:21 pm
how do we adjust sky color separately from shadow color in AO


AO ambient texture

We added a new texture pin "AO ambient texture" to the direct lighting kernel node, which allows you to specify an ambient occlusion texture which will then be used for the AO calculation instead of the environment. If the pin is not connected, the environment is used instead (as before). This is useful to get rid of the blue tint on white walls caused by the blue sky (top: no AO ambient texture, bottom: white AO ambient texture):"
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Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]

Postby paride4331 » Mon Nov 21, 2016 8:30 pm

paride4331 Mon Nov 21, 2016 8:30 pm
Hi coilbook,
I have already asked the developers to fix it.
Regards
Paride
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Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]

Postby coilbook » Mon Nov 21, 2016 8:47 pm

coilbook Mon Nov 21, 2016 8:47 pm
paride4331 wrote:Hi coilbook,
I have already asked the developers to fix it.
Regards
Paride

thank you!
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Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]

Postby AlexMakhov » Tue Nov 22, 2016 6:52 am

AlexMakhov Tue Nov 22, 2016 6:52 am
paride4331 wrote:Hi guys,
This issue, already reported in previous days, it is very annoying and difficult to detect because it can not be replicated by everibody.
Could you kindly test attached scene by dragging RGB and / or hdri environment map in 3dsMax environment slot and report if you have the issue?
Thank you
Paride

Hi again.
I tested your scene.
I think it happens when you try to change any setting in the Texture Environment. Drag and drop in the mateditor slot is not the root cause.
Attachments
Octane_fix2.jpg
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