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Re: OctaneRender® for 3ds max® v2019.1.4 - 8.13

PostPosted: Tue Nov 26, 2019 11:09 pm
by coilbook
there is a bug with itoo forest limited visibility to camera roll out. When camera moves grass gets updated during rendering but when camera rotates octane ignores grass update and grass just doesn't get rendered there

Re: OctaneRender® for 3ds max® v2019.1.4 - 8.13

PostPosted: Wed Nov 27, 2019 11:14 am
by paride4331
coilbook wrote:there is a bug with itoo forest limited visibility to camera roll out. When camera moves grass gets updated during rendering but when camera rotates octane ignores grass update and grass just doesn't get rendered there


Hi coilbook,
Am I misunderstanding something about your issue?
Regards
Paride

Re: OctaneRender® for 3ds max® v2019.1.4 - 8.13

PostPosted: Wed Nov 27, 2019 7:59 pm
by coilbook
paride4331 wrote:
coilbook wrote:there is a bug with itoo forest limited visibility to camera roll out. When camera moves grass gets updated during rendering but when camera rotates octane ignores grass update and grass just doesn't get rendered there


Hi coilbook,
Am I misunderstanding something about your issue?
Regards
Paride

Hi Paride,
I attached the scene. Please render like it is from frame 4-100 (regular rendering) and you will see itoo objects wont appear as camera rotates.


Thanks

Re: OctaneRender® for 3ds max® v2019.1.4 - 8.13

PostPosted: Thu Nov 28, 2019 12:06 pm
by acc24ex
OMG guys, you should all check out the latest Vray - I can't beleive I'm writing this down, after almost 10 years of using octane.. vray finally is getting really close to octane performance - but one main difference - almost everything works on it .. no bugged out incompatible issues and most times you export vray usually does something better about it .. like that max to blender script or exporting to UE (yet to test tho), but seems so exciting finally working on something that is supported by everything..

..it's around 300euro, vs 600 for octane - and I'm so tired of waiting for everything to work properly on octane .. phoenix, itoo etc.. all of the most popular plugins need 10x more work to operate on octane..
.. I'm really interested in how it will play out.. I mean if octane start working fine with everything, and is compatible and can convert materials to standard.. sure thing, octane all the way.. but some of those things are just so limiting if you want to create some pipeline and go outside the 3dmax environtment

.. it's cool that octane is going into UE and blender and houdini - but none of those worked fine for me so far, UE - importing objects and assigning material still doesn't work - it might.. so cool, houdini seems way to complex to operate.. etc..

.. will see how everything goes but oh man, vray with optix support sure seems fun right now, works stable and fast (still not as fast as octane, but really close) - really better than waiting around for octane to pick up on all the feature that are continuously bugged out ..

..vray even has a very usefull toolbar to get you started - something similar to what I built my octane script for, years and years later octane still didn't even do this simple UI thing.. oh man, seems like vray has like one or two steps to get in front of octane I'm afraid

Re: OctaneRender® for 3ds max® v2019.1.4 - 8.13

PostPosted: Fri Nov 29, 2019 3:22 am
by coilbook
Hi Paride,
I am sorry but it is getting very annoying. I feel like otoy stretched themselves to the limit where they don't fix anything and keep outputting bugged software

They said "Fixed motion blur setting, not updated correctly when changing viewports / cameras"
Well the problem is still here. Same with itoo bugs. Why are they doing this?
We rendered so many frames with standard camera NONE had any motion blur. It's not your fault at all but these people are annoying us with all these bugs they cannot fix.
These are simple bugs. I told them create a complex scene to test all your bugs with all kids of scenarios, it should help.

I bet they test their scenes with one stationary sphere and a cube with diffuse default map applied to them.

Re: OctaneRender® for 3ds max® v2019.1.4 - 8.13

PostPosted: Tue Dec 03, 2019 6:45 pm
by coilbook
Hi Paride,
what wrong with this octane displacement,. I get this bug
it's random sometimes it works sometimes it doesnt

I also get error messages during rendering "octane license is not activated "

Re: OctaneRender® for 3ds max® v2019.1.4 - 8.13

PostPosted: Thu Dec 05, 2019 4:13 pm
by paride4331
coilbook wrote:
paride4331 wrote:
coilbook wrote:there is a bug with itoo forest limited visibility to camera roll out. When camera moves grass gets updated during rendering but when camera rotates octane ignores grass update and grass just doesn't get rendered there


Hi coilbook,
Am I misunderstanding something about your issue?
Regards
Paride

Hi Paride,
I attached the scene. Please render like it is from frame 4-100 (regular rendering) and you will see itoo objects wont appear as camera rotates.


Thanks


Hi coilbook,
it seems to work.
Regards
Paride

Re: OctaneRender® for 3ds max® v2019.1.4 - 8.13

PostPosted: Thu Dec 05, 2019 9:54 pm
by coilbook
Thanks[/quote]

Hi coilbook,
it seems to work.
Regards
Paride[/quote]
This is so strange. Maybe it is related to the itoo bug they are working on where some forests render and some dont. I am using 2020.2 max and itoo latest version

Can you try 2020.2 I am not sure how am I supposed to render. Can it be octane itoo settings?

Re: OctaneRender® for 3ds max® v2019.1.4 - 8.13

PostPosted: Fri Dec 06, 2019 2:31 pm
by coilbook
Hi Paride,
there is a bug where multi sub materials are clear in octane. it's a random bug

and when we switched polygon id to 1 (GREEN COLOR) in viewport the car is still blue. Octane has hard time updating materials in viewport
I attached the scene with multisub bug and where the car is blue even though it's green.

Re: OctaneRender® for 3ds max® v2019.1.4 - 8.13

PostPosted: Tue Dec 10, 2019 4:10 am
by coilbook
Hi Paride,
can you tell them to look into phoenix ocean mesh. When we use ocean mesh liquid doesnt show up during rendering
Sometimes it will render but most of the time it wont

Here is the screen shot two bugs in one scene. Pure ocean mode works