OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [OBSOLETE]

Forums: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [OBSOLETE]
Sub forum for plugin releases
Forum rules
Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.

Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]

Postby coilbook » Mon Dec 24, 2018 2:34 am

coilbook Mon Dec 24, 2018 2:34 am
What is this octane error related to phoenix?

c:\jenkins3\workspace\max_plugin_release_windows\src\externalpluginsupport\octphoenix.cpp(616): func<PhoenixFDSupport::ophGetParticleGroupUID_FromName>: , Assertion type WARNING: condition "0" failed, <Failed to find PhoenixFD particle group name <Particles of " file name"> in octane configuration file!
Please edit octane3dsMaxConfig.cfg..>
coilbook
Licensed Customer
Licensed Customer
 
Posts: 2985
Joined: Mon Mar 24, 2014 2:27 pm

Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]

Postby paride4331 » Mon Dec 24, 2018 10:50 am

paride4331 Mon Dec 24, 2018 10:50 am
coilbook wrote:Hi Paride,
can you forward this to developers.
Why octane still renders object inside vdb when visibility is set to 0. Can octane treat visibility 0 and nonrederable. Thanks

Here is another example of spline mesh casting shadow. Visibility is 0 but shadow is present. (Alpha shadows are off)
This is a bug that has not been fixed for years. Please program that when visibility is 0 it is like unchecking renderable button. That way we can animate and not have shadows.


Hi coilbook,
I will send this to developers asking about.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
User avatar
paride4331
Octane Guru
Octane Guru
 
Posts: 3689
Joined: Fri Sep 18, 2015 7:19 am

Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]

Postby coilbook » Mon Dec 24, 2018 9:27 pm

coilbook Mon Dec 24, 2018 9:27 pm
paride4331 wrote:
coilbook wrote:Hi Paride,
can you forward this to developers.
Why octane still renders object inside vdb when visibility is set to 0. Can octane treat visibility 0 and nonrederable. Thanks

Here is another example of spline mesh casting shadow. Visibility is 0 but shadow is present. (Alpha shadows are off)
This is a bug that has not been fixed for years. Please program that when visibility is 0 it is like unchecking renderable button. That way we can animate and not have shadows.


Hi coilbook,
I will send this to developers asking about.
Regards
Paride


Thanks Paride. This is a nice effect to have sometimes. It would be nice it will render mesh outlines if visibility is 0.0001 and when it is 0 then it becomes nonrederable
coilbook
Licensed Customer
Licensed Customer
 
Posts: 2985
Joined: Mon Mar 24, 2014 2:27 pm

Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]

Postby coilbook » Tue Dec 25, 2018 7:29 pm

coilbook Tue Dec 25, 2018 7:29 pm
paride4331 wrote:
coilbook wrote:Dear otoy,
after 3ds max is reopened I still get an error more than 20 gpus in use. I have to manually go to network and recheck all slaves for the message to disappear. There is still a slave network bug thinking I have more than 20 GPUs. I have exactly 20


Hi coilbook,
could you check using SA, have you still this issue?
Regards
Paride



Hi Paride,
I cannot find error dialog in SA. Where is it?

So every time I open max I get this Started logging on 25.12.18 12:13:33

OctaneRender 4.00 RC7 (4000017)

the total count of GPUs used locally and over the network exceeds 20. ignoring slave xxxxxxxxx (7) with 5 device(s).




All gpus must be rechecked to work
coilbook
Licensed Customer
Licensed Customer
 
Posts: 2985
Joined: Mon Mar 24, 2014 2:27 pm

Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]

Postby paride4331 » Thu Dec 27, 2018 8:20 am

paride4331 Thu Dec 27, 2018 8:20 am
coilbook wrote:
paride4331 wrote:
coilbook wrote:Dear otoy,
after 3ds max is reopened I still get an error more than 20 gpus in use. I have to manually go to network and recheck all slaves for the message to disappear. There is still a slave network bug thinking I have more than 20 GPUs. I have exactly 20


Hi coilbook,
could you check using SA, have you still this issue?
Regards
Paride



Hi Paride,
I cannot find error dialog in SA. Where is it?

So every time I open max I get this Started logging on 25.12.18 12:13:33

OctaneRender 4.00 RC7 (4000017)

the total count of GPUs used locally and over the network exceeds 20. ignoring slave xxxxxxxxx (7) with 5 device(s).




All gpus must be rechecked to work



Hi Coilbook,
Windows > create Log window
Rgards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
User avatar
paride4331
Octane Guru
Octane Guru
 
Posts: 3689
Joined: Fri Sep 18, 2015 7:19 am

Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]

Postby coilbook » Sat Dec 29, 2018 7:58 pm

coilbook Sat Dec 29, 2018 7:58 pm
HI Paride,
SA does not have 20 gpu limit error. Only 3ds max plug in does it
Even disabling one video card in master and having only 19 it still turns off one of the slaves. So it is a network bug
When max is launched I have to uncheck all slaves. Then enable slave 4. Turn on octane viewport to check. Then 3,2,1 the same way. Or if I uncheck them all and recheck them it still might say "one slave is disabled due to gpu count"
Attachments
ddddddddddd.jpg
coilbook
Licensed Customer
Licensed Customer
 
Posts: 2985
Joined: Mon Mar 24, 2014 2:27 pm

Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]

Postby paride4331 » Mon Dec 31, 2018 6:46 am

paride4331 Mon Dec 31, 2018 6:46 am
HI coilbook,
Thanks for your test, I sent this issue to 3dsMax developers.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
User avatar
paride4331
Octane Guru
Octane Guru
 
Posts: 3689
Joined: Fri Sep 18, 2015 7:19 am

Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]

Postby coilbook » Mon Dec 31, 2018 9:43 pm

coilbook Mon Dec 31, 2018 9:43 pm
does octane support opensubdiv? It seems that it is not working right. When I set it to GU display or Render Iter to see the result during rendering nothing happens. It only works when dense mesh is displayed in a viewport

It seems that turbosmooth is not working either when smooth during rendering is checked. It used to work for sure in octane 3

I tried scanline renderer and it works great with render iters only or GPU display
Thanks
Attachments
turbo.jpg
opens.jpg
coilbook
Licensed Customer
Licensed Customer
 
Posts: 2985
Joined: Mon Mar 24, 2014 2:27 pm

Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]

Postby oscartung » Wed Jan 02, 2019 5:01 am

oscartung Wed Jan 02, 2019 5:01 am
Can the vertex paint attributes be exported to standalone in this release?
oscartung
Licensed Customer
Licensed Customer
 
Posts: 64
Joined: Wed May 21, 2014 5:33 pm

Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]

Postby paride4331 » Wed Jan 02, 2019 1:12 pm

paride4331 Wed Jan 02, 2019 1:12 pm
coilbook wrote:does octane support opensubdiv? It seems that it is not working right. When I set it to GU display or Render Iter to see the result during rendering nothing happens. It only works when dense mesh is displayed in a viewport

It seems that turbosmooth is not working either when smooth during rendering is checked. It used to work for sure in octane 3

I tried scanline renderer and it works great with render iters only or GPU display
Thanks


Hi coilbook,
it seems to work.
Regards
Paride
Attachments
01.jpg
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
User avatar
paride4331
Octane Guru
Octane Guru
 
Posts: 3689
Joined: Fri Sep 18, 2015 7:19 am
PreviousNext

Return to Releases


Who is online

Users browsing this forum: No registered users and 9 guests

Sat Apr 27, 2024 1:31 am [ UTC ]