OctaneRender® for 3ds max® v2024.1 Alpha 2 - 15.02

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Re: OctaneRender® for 3ds max® v2024.1 Alpha 2 - 15.02

Postby mbetke » Fri Jan 19, 2024 7:12 am

mbetke Fri Jan 19, 2024 7:12 am
Render Layers in disabled.
Render Setup --> Render Elements is disabled too.
AOV Scene Setting all checkboxes are unchecked.

Did I miss another location or setting?
The denoised pass gets exported in every scene. So no special one.

I copied over the octane3dsMaxConfig.cfg from my 3dsmax 2022 to 2024 version and it works again. I made a backup of the "faulty" config too. You need both config files for comparison?
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Re: OctaneRender® for 3ds max® v2024.1 Alpha 2 - 15.02

Postby neonZorglub » Sun Jan 21, 2024 10:18 pm

neonZorglub Sun Jan 21, 2024 10:18 pm
mbetke wrote:Render Layers in disabled.
Render Setup --> Render Elements is disabled too.
AOV Scene Setting all checkboxes are unchecked.

Did I miss another location or setting?
The denoised pass gets exported in every scene. So no special one.

I copied over the octane3dsMaxConfig.cfg from my 3dsmax 2022 to 2024 version and it works again. I made a backup of the "faulty" config too. You need both config files for comparison?


Hi mbetke,
Good to know that your other config could fix the issue !
Yes, please, if you can send me both config files, that would be perfect.
Thanks
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Re: OctaneRender® for 3ds max® v2024.1 Alpha 2 - 15.02

Postby mbetke » Mon Jan 22, 2024 8:07 am

mbetke Mon Jan 22, 2024 8:07 am
I sent you an PM.

Another problem which happens randomly. No matter if I have a heavy or light scene:

When I navigate a scene with open Viewport and make a change (hiding a object, adding a modifier or such stuff) but the Denoiser (OpenImage) starts at the same time I make this change, 3dsmax freezes. The GPUs also stop working. I have to close via Task Manager.
To solve this, I may have to change my workflow a bit. I only render 50 samples with latest version and leave the Denoiser checked. Maybe I have to activate denoising only for final rendering and leave it alone while working on my scene.
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Re: OctaneRender® for 3ds max® v2024.1 Alpha 2 - 15.02

Postby neonZorglub » Tue Jan 23, 2024 9:24 am

neonZorglub Tue Jan 23, 2024 9:24 am
mbetke wrote:I sent you an PM.

Another problem which happens randomly. No matter if I have a heavy or light scene:

When I navigate a scene with open Viewport and make a change (hiding a object, adding a modifier or such stuff) but the Denoiser (OpenImage) starts at the same time I make this change, 3dsmax freezes. The GPUs also stop working. I have to close via Task Manager.
To solve this, I may have to change my workflow a bit. I only render 50 samples with latest version and leave the Denoiser checked. Maybe I have to activate denoising only for final rendering and leave it alone while working on my scene.


Hi mbetke,

Thanks for the preference files.
To summarize our discussion for other users having the same issue:
-The '_Denoised_beauty' suffix is added because "Save all multi-pass as current" is enabled in Preferences / Viewport
(when saving all active passes, the beauty pass is saved with the filename you choose, and all the other passes get a suffix from the pass name)

When this option is enabled, the left button click on the save icon will save all passes enabled in the multi pass list. (for your scene, I think it's just Beauty, and Denoised beauty)
All passes other than Beauty will have a suffix added to the filename you type. that's why you have the '_Denoised_beauty' suffix. You should also have the 'not denoised' beauty image with no suffix, I guess..

When disabled, the left button click on the save icon will only save the current visible pass.
If your current pass is the denoised beauty, or any other pass, it will be saved with just as the filename you type.

Note that you can also right click on the save icon, and you will have both options (single or all passes), as well as some EXR options.

In the next release, the save button and the following file saving dialog will have a more clear tooltip and information.
The context menu will allow to switch this 'all passes' option on and off..

For the crash with OpenAI denoiser, it seems a bug in Octane Engine.
The conditions seems a bit random.
In my case, with 2 GPUs (a RTX and a GTX) , I had a lot of crashes when assigning the Denoise to the GTX only, and the Image to the RTX. (In Render settings / Devices)
The crashes disappeared after assigning both the Denoise and Image to the RTX..
Your case may vary, but try changing the GPU assigned to the Denoise..

I reported the issue to the engine team, this should be fixed in a future release.

Thanks for reporting those issues !
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Re: OctaneRender® for 3ds max® v2024.1 Alpha 2 - 15.02

Postby mbetke » Tue Jan 23, 2024 11:12 am

mbetke Tue Jan 23, 2024 11:12 am
Thanks. I applied the Denoising now to both cards as well. Let's see what happens. :)
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Re: OctaneRender® for 3ds max® v2024.1 Alpha 2 - 15.02

Postby neonZorglub » Fri Jan 26, 2024 12:24 am

neonZorglub Fri Jan 26, 2024 12:24 am
mbetke wrote:Thanks. I applied the Denoising now to both cards as well. Let's see what happens. :)


Update: It seems OpenAI denoiser may cause issues with older GPU, as it requires compute model 7 (mentioned in the SA 2024.1 release post).
It runs on CPU for those cases, and that seems to crash when updating / changing the scene..

So, for now, in the Devices dialog, please set the Denoising only to GPU(s) with CM 7, or use Octane denoiser..
Thanks
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Re: OctaneRender® for 3ds max® v2024.1 Alpha 2 - 15.02

Postby mbetke » Mon Jan 29, 2024 7:18 am

mbetke Mon Jan 29, 2024 7:18 am
I use two 4090RTX and hope they are not too old yet ;)
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Re: OctaneRender® for 3ds max® v2024.1 Alpha 2 - 15.02

Postby mbetke » Wed Jan 31, 2024 9:02 am

mbetke Wed Jan 31, 2024 9:02 am
I noticed problems with Forest Pack Pro (latest version).

The forest objects are shifted in all other modes than Legacy Mode. But with this version they even don't render from time to time. To solve this, I have to select in Support Tab: Support Type Standard --> refresh --> OCT:Direct --> Support Type Legacy
After all the steps my forest object works fine again.

Today even one object I set up like this shifted again after a while without touching it.
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Re: OctaneRender® for 3ds max® v2024.1 Alpha 2 - 15.02

Postby paride4331 » Wed Jan 31, 2024 11:09 am

paride4331 Wed Jan 31, 2024 11:09 am
mbetke wrote:I noticed problems with Forest Pack Pro (latest version).

The forest objects are shifted in all other modes than Legacy Mode. But with this version they even don't render from time to time. To solve this, I have to select in Support Tab: Support Type Standard --> refresh --> OCT:Direct --> Support Type Legacy
After all the steps my forest object works fine again.

Today even one object I set up like this shifted again after a while without touching it.



Hi mbetke,
Could you kindly share a scene affected by this issue?
Regards
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Re: OctaneRender® for 3ds max® v2024.1 Alpha 2 - 15.02

Postby mbetke » Thu Feb 08, 2024 11:25 am

mbetke Thu Feb 08, 2024 11:25 am
I need to do a light-simulation for a client. It needs to be accurate. But it seems the light stuff is totally off when it comes to times of sunsets.

For example, I took the longest day in summer for my country, which is Germany. It's the 20th of June. Sun will set at 21:00. So if I put in Long/Lat, GMT offset to 1 its already very dark. But sun should shine fully.
With Nishita daylight model, the sky is even darker.


You can test with your own location. Is there a way I can do a proper light simulation? Attached image shows standard Octane Daylight Model.
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Screenshot 2024-02-08 122348.png
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