OctaneRender® for 3ds max® v3.06 TEST 3 - 4.31 [OBSOLETE]

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OctaneRender® for 3ds max® v3.06 TEST 3 - 4.31 [OBSOLETE]

Postby neonZorglub » Tue Mar 28, 2017 4:37 am

neonZorglub Tue Mar 28, 2017 4:37 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 a TEST release with new features implemented, so some issues are expected. Please report the bugs in the "Bug reports" section.

Changes of the 4.31 version, from 4.30

  • Updated Octane Renderer to 3.06 TEST 3
  • Added Adaptive sample support
  • Added Texture types : AddTex, Subtract, Compare, Triplanar, Ridged Fractal
  • Added Bokeh control to standard camera (thin lens camera) : Rotation, Roundness, Side count
  • Added Triplanar UV projection.
  • Added new render pass 'Noise' to inspect the current noise level. (when using adaptive sample)
  • Fixed light type from VRay converter
  • Added Reset octane Menu button in Tools tab
  • Fixed conversion of Geyscale image map, AlphaImageTex, from version <= 1.91
  • Added broadcast of frame rendering notifications (NOTIFY_PRE_RENDERFRAME, NOTIFY_POST_RENDERFRAME), activated by default, can be disabled in render settings
  • Added Phoenix FD 3 support


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

Changes of the 4.30 version
- Updated Octane Renderer to 3.05.3
- Fixed invisible camera when copied
- Fixed crash when using AO Render element
- Added Ambient Occlusion Texture for Direct light Kernel (color / value), replace environment color when used
- Removed deprecated GI light modes from the kernel settings combo ("Ambient", "Sample Environment")
- Fixed crash on drag and drop of environment texture to material editor
- Added User Global option to disable preview of environment texture in material editor
- Improved Vray converter
- Fixed camera settings that may be missing in orbx exporter
- Added Octane menu in max main menu


Changes of the 4.29 version
- Updated Octane Renderer to 3.05
- Fixed the Neutral Response save/load state checkbox in Camera Settings, when  using presets
- Fixed viewport when rendering a texture bigger than 4GB (64bit)
- Fixed amount value for mix texture and mix material, to be in range [0, 1]
- Improved performance of evaluation for octane viewport (see Tools/option misc "Enable limited material update during scene Evaluation" )
- Fixed crash in camera creation when camera is not created and user cancels it by switching to another object creation (eg. Lights)
- Fixed Constant Gradient preview in 3DSMax Gradient Material
- Fixed Material preview in 3DSMax viewports
- Added separate AO distance for info pass, independent from direct light kernel mode
- Fixed frame update from RealFlow meshes (added 'Broadcast mode' rendering option in kernel, set to None by default; try 'Normal' if this creates issues with other plugins)

Changes of the 4.26 version
- Fixed Gradient Map Interpolation type reset bug on loading
- Added a CheckBox to enable - disable stats inside the rendering viewport
- Improved performance and stability for material editor
- Fixed crash when adding a render element in the batch rendering process

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)

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
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.

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 3.06 TEST 3 - 4.31


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=58640
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Re: OctaneRender® for 3ds max® v3.06 TEST 3 - 4.31

Postby Goldisart » Tue Mar 28, 2017 6:54 am

Goldisart Tue Mar 28, 2017 6:54 am
I have a question about adaptive ... need to navigate around the map-noise ... and more focus on diffuse direct ? could you show the exact diagram of the correct settings of the adaptive sampling render . Thank you
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Re: OctaneRender® for 3ds max® v3.06 TEST 3 - 4.31

Postby Rik » Tue Mar 28, 2017 6:59 am

Rik Tue Mar 28, 2017 6:59 am
Thanks

Any instructions on how to use AS?
Are we meant to use a noise render pass to see what's happening or something.
Are there optimum settings for different resolutions or lighting situations?

Would be handy if we didn't have to spend time experimenting, especially if you already know how best to implement AS.
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Re: OctaneRender® for 3ds max® v3.06 TEST 3 - 4.31

Postby Rik » Tue Mar 28, 2017 7:04 am

Rik Tue Mar 28, 2017 7:04 am
HELP!

Went back to previous version and now I'm getting this...

Message: "Unable to validate your user account (SSO-ERR-3).

-- 2017-03-28 07:01:45 UTC --"
Link: <none>
Timestamp: 1490684505
Code: 201
HTTP Status: 401

Why won't it validate my user account?


edit: Fixed. Had to go into my octane account and reactivate them. Never had to do that before.

Love their marketing speak for the new activation system - "improving usability and standardizing the authentication system "

yeah well the "improved usability means" I now need some new pants. Thanks for that.
Last edited by Rik on Tue Mar 28, 2017 7:14 am, edited 1 time in total.
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Re: OctaneRender® for 3ds max® v3.06 TEST 3 - 4.31

Postby calus » Tue Mar 28, 2017 7:04 am

calus Tue Mar 28, 2017 7:04 am
Rik wrote:Any instructions on how to use AS?

viewtopic.php?f=33&t=60014
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Re: OctaneRender® for 3ds max® v3.06 TEST 3 - 4.31

Postby Goldisart » Tue Mar 28, 2017 7:25 am

Goldisart Tue Mar 28, 2017 7:25 am
thank you very much now I understand ... !!!!
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Re: OctaneRender® for 3ds max® v3.06 TEST 3 - 4.31

Postby Rik » Tue Mar 28, 2017 7:35 am

Rik Tue Mar 28, 2017 7:35 am
Thanks Calus.

Would have been nice if that was included with the release.

However,
Pixel grouping: Specifies the number of pixels that are handled together. Only if all pixels of a group have reached the noise level, sampling will stop for all of these pixels.

But this doesn't actually tell anyone what effect changing the values have, what to use in different situations etc. What is the point of this setting? It's not enough information.

Redshift have an hour long vid explaining everything for their version
https://vimeo.com/206776687

plus this
http://imgur.com/zqL9BBM

All we get is a paragraph and the expectation that we have enough time to experiment. Well we don't.
Can Otoy please get their support materials up to speed with the competition?
It's great that the features are there but without fully explaining everything the we can't fully utilise the tools.
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Re: OctaneRender® for 3ds max® v3.06 TEST 3 - 4.31

Postby paride4331 » Tue Mar 28, 2017 8:07 am

paride4331 Tue Mar 28, 2017 8:07 am
Hi Guys,
don't forget making your tests:
To allow tweaking the adaptive sampling parameters, these parameters will not restart rendering:
Noise threshold
Min. adaptive samples
Expected exposure
Noise pass
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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Re: OctaneRender® for 3ds max® v3.06 TEST 3 - 4.31

Postby Goldisart » Tue Mar 28, 2017 8:44 am

Goldisart Tue Mar 28, 2017 8:44 am
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Re: OctaneRender® for 3ds max® v3.06 TEST 3 - 4.31

Postby mbetke » Tue Mar 28, 2017 9:57 am

mbetke Tue Mar 28, 2017 9:57 am
Hi, the release works well so far but I got some problems with the preview in Material editor.

previews.jpg


I seems there is a strange line running over the material sphere. Never had it before. Just updated from 4.30 and opened the scene. :)
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