OctaneRender® for 3ds max® v4.00-XB3 - 6.02 [TEST][OBSOLETE]

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Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.02 [TEST]

Postby paride4331 » Mon Jul 23, 2018 6:33 am

paride4331 Mon Jul 23, 2018 6:33 am
Hi unpolbo,
we found this issue few day ago; it will be fixed nex release.
Regards Paride
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Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.02 [TEST]

Postby acc24ex » Mon Jul 23, 2018 9:55 am

acc24ex Mon Jul 23, 2018 9:55 am
eagerly waiting for new fixes..
- also eagerly watching at fstorm progress
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Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.02 [TEST]

Postby thekwen » Tue Jul 24, 2018 9:37 am

thekwen Tue Jul 24, 2018 9:37 am
FStormRender for 3ds Max v1.2.5 (Test)
Yesterday, 09:25 AM
Changes:
• Multi matte render element

Asking for this for years in octane ....
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Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.02 [TEST]

Postby acc24ex » Wed Jul 25, 2018 1:54 pm

acc24ex Wed Jul 25, 2018 1:54 pm
yeah guys, octane is truly becoming obsolete

BTW - again with the same bug - clipping objects when in movable proxy and rendering animation - I told you about that on the 6.01 update - still didnt fix it
- and you fixed some shit that seems no one even reported..

- also this thing - from a year ago probably - when your make light moveable proxy it has twice the intensity - also, just waiting to switch to fstorm, then you'll have no testers.. this year is probably gonna be when octane either dies off or does something ..

.. AI turns out to be a bit useless, also this version is twice as unstable.. like really - I'm checking if you fixed the two issues I told you probably weeks ago, and I really wanna keep this working out - I hope you do make it, cause right now it's just making me angry .. I feel there's like 10 people using octane at this point
.. if you release a new fix, than fix the stuff people tell you to fix - you keep on introducing new bugs over and over and over
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Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.02 [TEST]

Postby neonZorglub » Thu Jul 26, 2018 5:23 am

neonZorglub Thu Jul 26, 2018 5:23 am
Hi acc24ex,

The issue with movable proxy has been fixed, and will be in the next releases, 6.03 / 5.13 :
-Fixed issues with cloning objects while viewport is open
-Fixed issues with undo, redo cloning, instancing, deleting objects while viewport is open
Note that when you change an object to a movable Proxy while the Octane viewport is open, this creates a new object but the previous one is not removed, because it's part of the static geometry, witch, by design, is not updated for performance reasons.
That's why, if it's a light, there are 2 lights, an so, double intensity, until you refresh the scene with the Refresh button.
I'll add an option for auto refresh when we change the movable proxy, so it will be more natural, and you may turn it off for heavy scenes.
Thanks,
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Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.02 [TEST]

Postby SergKlyosov » Thu Jul 26, 2018 3:28 pm

SergKlyosov Thu Jul 26, 2018 3:28 pm
Hi neonZorglub and Paride

I have CAD model of a car, which was converted to OBJ to use in 3Ds Max
Resolution is not pretty high, only 3.7 millions polygons, but count of peaces is couple hundred, maybe 500

Using that models in 3Ds Max and empty scene, without anything except the car - collecting nodes takes really long time, 2 min or so, didn't measure
I've tried to use this model in recent Octane SA 4 XB4 - and scene loading is only couple of seconds

How can I reduce time of loading inside 3Ds Max?

Cheers
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Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.02 [TEST]

Postby paride4331 » Fri Jul 27, 2018 7:13 am

paride4331 Fri Jul 27, 2018 7:13 am
SergKlyosov wrote:Hi neonZorglub and Paride

I have CAD model of a car, which was converted to OBJ to use in 3Ds Max
Resolution is not pretty high, only 3.7 millions polygons, but count of peaces is couple hundred, maybe 500

Using that models in 3Ds Max and empty scene, without anything except the car - collecting nodes takes really long time, 2 min or so, didn't measure
I've tried to use this model in recent Octane SA 4 XB4 - and scene loading is only couple of seconds

How can I reduce time of loading inside 3Ds Max?

Cheers


Hi SergKlyosov,
just to be clear, long eveluation time using Octane for 3dsMax 3.8x or Octane for 3dsMax XB3?
Regards
Paride
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Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.02 [TEST]

Postby SergKlyosov » Fri Jul 27, 2018 7:39 am

SergKlyosov Fri Jul 27, 2018 7:39 am
paride4331 wrote:]

Hi SergKlyosov,
just to be clear, long eveluation time using Octane for 3dsMax 3.8x or Octane for 3dsMax XB3?
Regards
Paride



Hi Paride,

Long evaluation time using v4.00-XB3 - 6.02
I've measured it, it's about 7 min long
And in Octane SA it is 5 sec long
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Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.02 [TEST]

Postby paride4331 » Fri Jul 27, 2018 10:02 am

paride4331 Fri Jul 27, 2018 10:02 am
SergKlyosov wrote:
paride4331 wrote:]

Hi SergKlyosov,
just to be clear, long eveluation time using Octane for 3dsMax 3.8x or Octane for 3dsMax XB3?
Regards
Paride



Hi Paride,

Long evaluation time using v4.00-XB3 - 6.02
I've measured it, it's about 7 min long
And in Octane SA it is 5 sec long


Hi SergKlyosov,
thanks, I'll going to make some test.
Regards
Paride

Hi SergKlyosov,
I tested your issue using .obj > polys 5.200.00 > 1500 object
Octane Standalone > 21 sec to render
Octane 3dsMax > 29 sec to render
I find these results acceptable.
Perhaps yours is a RAM related problem or operating system.
Regards
Paride
Last edited by paride4331 on Mon Jul 30, 2018 9:31 am, edited 1 time in total.
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Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.02 [TEST]

Postby acc24ex » Sat Jul 28, 2018 8:45 pm

acc24ex Sat Jul 28, 2018 8:45 pm
SergKlyosov wrote:Hi neonZorglub and Paride

I have CAD model of a car, which was converted to OBJ to use in 3Ds Max
Resolution is not pretty high, only 3.7 millions polygons, but count of peaces is couple hundred, maybe 500

Using that models in 3Ds Max and empty scene, without anything except the car - collecting nodes takes really long time, 2 min or so, didn't measure
I've tried to use this model in recent Octane SA 4 XB4 - and scene loading is only couple of seconds

How can I reduce time of loading inside 3Ds Max?

Cheers


..in max if you have all those models in groups, maybe try ungrouping all - a lot of groups reduce viewport performance, so might affect render loading as well .. also try converting to mesh?
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