mbetke wrote:The checkboxes are greyed out there for object properties. So I can't change this.
Do you have light or polygon with emissive texture?
In light - there is option "visible in specular"
In texture - it's in emmisive texture properties.
mbetke wrote:The checkboxes are greyed out there for object properties. So I can't change this.
paride4331 wrote:coilbook wrote:There is a bug with GPU failures.
If I have 2 3ds max windows opened and one is done rendering then I steal slaves for the other max scene to render I get GPU failure during denoising. I guess denosiing GPU gets clogged from the first 3ds max rendering and there is not enough memory for the second. PC must be restarted
denoiserThread2 : Not enough free memory to run the denoiser. Required memory 475501728.00 MB
Thanks
Hi coilbook,
this issue should be fixed in RC 6 SDK
Regards
Paride
HHbomb wrote:Do you have alpha channel checked ?
coilbook wrote:Hi Paride
here is the scene.
There are 2 problems
1.You can clearly see white line where water and terrain touch each other.
2. If you xref object the cube in the scene called BOX LAKE max will crash because of octane texture. Not sure why.
Thanks
paride4331 wrote:coilbook wrote:Hi Paride
here is the scene.
There are 2 problems
1.You can clearly see white line where water and terrain touch each other.
2. If you xref object the cube in the scene called BOX LAKE max will crash because of octane texture. Not sure why.
Thanks
Hi coilbook,
1 adjusting ray epslyon, but your scene is 38Km x 38Km and you are making a close-up camera render, you could work with two different scenes.
2 I suppose your Xref uses Octane 2.x material, so you should check 1.9 conversion system (Render Setup > tools) or check "disable XREF Material Converison" (Octane Global Preference > Prev. Versions).
Regards
Paride
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