OctaneRender® for 3ds max® v3.06.4 - 4.39 [OBSOLETE]

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OctaneRender® for 3ds max® v3.06.4 - 4.39 [OBSOLETE]

Postby neonZorglub » Mon Aug 07, 2017 4:37 am

neonZorglub Mon Aug 07, 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>


Changes of the 4.39 version, from 4.38

  • Added support of Octane textures in Gradient texture node
  • Added PFlow particle scatter support option.
  • Added PFlow velocity scale setting
  • Added support of PFlow build in shapes
  • Added support of PFlow motion Blur with scatter
  • Fixed Forest Pack and MultiScatter viewport update issue
  • Fixed crashes that can occur when sending notifications (eg with 3dsMax's Hair and Fur)
  • Fixed crash with batch render with render elements, when output paths are invalid.
  • Fixed issue with dummy normals option
  • Fixed missing orientation control for IES Light.
  • Fixed missing viewport update when changing visibility of a modifier
  • Fixed Phoenix particle velocity orientation.
  • Fixed crash when rendering with non Octane Render Element
  • Updated User settings UI


Please note that PFlow scatter support should be disabled when not using Pflow, as it currently require extra evaluation time.
> Check the 'Disable PFlow mesh Instances' box in Trouble Shooting tab of Octane Global Preferences dialog.

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


Changes of the 4.38 version
- Fixed unnecessary viewport constant image update
- Fixed issue with motion blur when re opening viewport

Changes of the 4.37 version
- Fixed viewport render continuously restarting (seemed 'locked' at 1 sample)
- Fixed loss of motion blur with Phoenix FD liquids in viewport when moving timeline
- Fixed Phoenix FD particle rendering with multiple simulators
- Fixed crash with PFlow, when particle count decrease between 2 frames
- Improved viewport updates.
- Added 'Rebuild scene' button in viewport for unsupported changes (same as closing and re-opening viewport)
- Added Tooltip information in Octane object property dialog.
- Added option to skip Normal calculations (improve performance when working on big meshes, draft mode) : Global preferences / Trouble shooting tab.
- Added option to select additional broadcast notifications on frame change and scene pre evaluation (Global preferences / Trouble shooting tab).

Changes of the 4.36 version
- Updated Octane Renderer to 3.06.4

Changes of the 4.35 version
- Fixed Octane Volume with VDB files, broken from 4.33
- Added export of animated material parameters (can be disabled in Global Settings)
- Fixed issues with viewport render locked at some sample/pix (eg, using adaptive sample). (Can be reverted to previous behavior using Global settings / Trouble Shooting / Enable Repeated Viewport Update)
- Renamed incorrect kernel parameter 'glossy depth' as 'Specular depth' for Path Tracing and PMC
- Added infinite plate support (octane properties, set 'Special object type' as "Inf. plane' on a selected object. That will render a plane instead of object mesh, using its material and position)

Changes of the 4.34 version
- Added support for 3dsMax 2018
- Added falloff skew default converted value in user settings ('MtlConversion_DefaultFallOffSkew')
- Updated Vray material conversion, when use refraction : can now create a mix material (see setting 'VRayConversion_Diffuse_Specular_MixAmount' )
- Added new exposed functions via maxscript and c++ (mainly for Octane Viewport control; doc and samples coming soon)

Changes of the 4.33 version
- Updated Octane Renderer to 3.06
- Added Phoenix 3 support for particles (liquid, foam, splashes, mist, wetmap)
- Added option to create temporary camera for octane export

Changes of the 4.32 version
- Updated Octane Renderer to 3.06 TEST 4
- Updated Phoenix FD 3 suppor: added support of Liquid and Fire/smoke simulators with new modifiers.
- Added load time fix of material normal set as value (to enable in Global preferences: 'Fix invalid material normal' )

Changes of the 4.31 version
- 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


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 3.06.4 - 4.39

DEMO version:
OctaneRender for 3ds Max 3.06.4 - 4.39 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=61815
neonZorglub
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Re: OctaneRender® for 3ds max® v3.06.4 - 4.39

Postby HHbomb » Mon Aug 07, 2017 2:43 pm

HHbomb Mon Aug 07, 2017 2:43 pm
Hi,
when switching render viewport beteween beauty and noise render restart when "use production resolution" is unchecked.
If it is checked it works as expected.
( in both situation "noise" layer is present and active in render elements)

and a button to switch between beauty and noise layer should be top.
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Re: OctaneRender® for 3ds max® v3.06.4 - 4.39

Postby paride4331 » Mon Aug 07, 2017 3:05 pm

paride4331 Mon Aug 07, 2017 3:05 pm
Hi HHbomb,
I can not reproduce your issue, everything seems to work according to your directions.
I tested on 3dsMax 2018 and 2017.
Does your issue happen with any scene and resolution?
Regards
Paride
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Re: OctaneRender® for 3ds max® v3.06.4 - 4.39

Postby coilbook » Mon Aug 07, 2017 6:10 pm

coilbook Mon Aug 07, 2017 6:10 pm
it seems like octane viewport does take forever to open even if you isolate one object and try to open octanevirewport. it never was this slow especially if scene is big with lots of itoo forest trees and movign mesh. In the video attached there was only one isolated object that is not even renderable and it took over 2 min to open


Brand new empty scene is fast, But this one takes forever
Attachments

[ Play Quicktime file ] Untitled.mp4 [ 13.94 MiB | Viewed 6077 times ]

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Re: OctaneRender® for 3ds max® v3.06.4 - 4.39

Postby ramone163 » Mon Aug 07, 2017 9:31 pm

ramone163 Mon Aug 07, 2017 9:31 pm
coilbook wrote:it seems like octane viewport does take forever to open even if you isolate one object and try to open octanevirewport. it never was this slow especially if scene is big with lots of itoo forest trees and movign mesh. In the video attached there was only one isolated object that is not even renderable and it took over 2 min to open
Brand new empty scene is fast, But this one takes forever


Confirm. Same for me.
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Re: OctaneRender® for 3ds max® v3.06.4 - 4.39

Postby ramone163 » Mon Aug 07, 2017 9:38 pm

ramone163 Mon Aug 07, 2017 9:38 pm
It is great that you "Added support of Octane textures in Gradient texture node".
But maybe you can fix this?:
https://dl.dropboxusercontent.com/s/g45 ... 003457.gif
Maybe when you add new "color" in gradiend, it will make map1, map2 and Map... in Gradient slot?

PS. Just question: how do you test builds?
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Re: OctaneRender® for 3ds max® v3.06.4 - 4.39

Postby coilbook » Mon Aug 07, 2017 9:50 pm

coilbook Mon Aug 07, 2017 9:50 pm
update: only empty max open ok. All existing scenes open slow even with one object in it 1-3 min to open making rendering also slow. Like 2:30 frame to render 2 min is black screen 30 sec to render. every frame. Why so long
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Re: OctaneRender® for 3ds max® v3.06.4 - 4.39

Postby neonZorglub » Tue Aug 08, 2017 6:01 am

neonZorglub Tue Aug 08, 2017 6:01 am
coilbook wrote:update: only empty max open ok. All existing scenes open slow even with one object in it 1-3 min to open making rendering also slow. Like 2:30 frame to render 2 min is black screen 30 sec to render. every frame. Why so long


Hi Coilbool,
There might be too many log at the moment; Please try to turn off 'Enable Extra Log' in Trouble Shooting tab of Global preferences..
Also make sure all V1 support is disabled..
I hope this will help
I will check other potential performance issues that might have been introduced recently..
Thanks
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Re: OctaneRender® for 3ds max® v3.06.4 - 4.39

Postby neonZorglub » Tue Aug 08, 2017 6:09 am

neonZorglub Tue Aug 08, 2017 6:09 am
ramone163 wrote:It is great that you "Added support of Octane textures in Gradient texture node".
But maybe you can fix this?:
https://dl.dropboxusercontent.com/s/g45 ... 003457.gif
Maybe when you add new "color" in gradiend, it will make map1, map2 and Map... in Gradient slot?

PS. Just question: how do you test builds?


Hi Ramone163,
Thanks for the feedback;
The list of gradient maps is currently internal to the Gradient texture node;
Only the currently selected map is visible, that's why it behaves strangely in the Slate editor.
We only tested in the compact editor, sorry about that..
This will be fixed in the next version.
Thanks
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Re: OctaneRender® for 3ds max® v3.06.4 - 4.39

Postby paride4331 » Tue Aug 08, 2017 6:38 am

paride4331 Tue Aug 08, 2017 6:38 am
Hi coilbbok,
I tested your issue on 4.39 and 4.38, running an empirical tests (manual stopwatch..) with a 300mb files;
I did not find any big differences like yours and no problems with isolate_selection.
Maybe it depends on some options in Render Setup.
Could you kindly compare your issue using 4.38 and 4.39 with the same Render Setup?
Regards
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