OctaneRender® for 3ds max® v2023.1.2 - 14.08

Forums: OctaneRender® for 3ds max® v2023.1.2 - 14.08
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Re: OctaneRender® for 3ds max® v2023.1.2 - 14.08

Postby neonZorglub » Sun Jan 21, 2024 9:37 pm

neonZorglub Sun Jan 21, 2024 9:37 pm
Jani wrote:Hi,

I posted this a while back in the dev build releases forum, and I was wondering if you can speak a little on the subject Neonzorbgulb, please see below:

Jani


Hi Jani,
As I understand, the 'real time rendering' feature is a special rendering setup with optimal performance to display the final image. On 3dsMax, this will avoid several image copy and rgb conversions that are currently needed.
But it requires a lot of changes in the current code, as well as some research to use a DirectX surface in 3dsMax without causing issues with the 3dsMax own display driver..
So, that's quite some work, but it's on my list for a future update.

Note that on 3dsMax, like other plugins, there will always be a performance hit to convert and send the geometry to the Octane Engine.
For example, if you deform a mesh with a bend modifier in an animation, the full mesh have to be read from Max, converted and sent to Octane.
Having the 'real time rendering' won't help much in this case.
In this kind of case, you can use the Animation cache (Render settings / Kernel), that will keep the mesh data in Octane memory, skipping the processing from max data.
(And then, the real time rendering' should improve the performance even more..)

For minor single changes, like the camera position, or a material parameter, there should be a good performance gain, especially for large render size..

I'll make sure to provide samples and information when this 'real time rendering' feature is added in the 3dsMax plugin.

Thanks
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Re: OctaneRender® for 3ds max® v2023.1.2 - 14.08

Postby neonZorglub » Mon Jan 22, 2024 6:05 am

neonZorglub Mon Jan 22, 2024 6:05 am
coilbook wrote:Max crashes when adding UVW map modifier to mesh while octane viewport is opened.


Hi coilbook,
Thanks for pointing out this issue.
I still couldn't get crash with Octane, but I got some crash with Vray and Arnold... especially when moving the timeline
so there are some issues when using a modifier with Phoenix meshes. I think it might come from Phoenix itself..

Here are some results of my investigations :
Using the previous sample scene, and adding a UVW map modifier, a Bend modifer and the Octane Geometry modifier:

-Vray doesn't seems to support any modifier added to the simulator / mesh. as soon as a modifier that transforms the mesh somehow, nothing is rendered.
We get the same effect with Octane with the default settings.. see below for a working setting with Octane.
-The 3dsMax viewport works a bit better, the transformed mesh can be displayed for current frame, but disappear when changing frame. disable and re-enable a modifier makes the mesh displayed correctly again.
-Arnold works much better than vray and the 3dsMax viewport.

To make the modifiers work correctly with Octane :
-The simulator object must be set with 'Use Render mode'
(Octane Object properties, when Render settings / Kernel / Render settings has 'Notify objects on Render' set to 'Per object')
(or that could be set to all objects if Render settings / Kernel / Render settings has 'Notify objects on Render' set to 'All objects', but that might bring performance issues in big scenes)

-If the Octane Geometry modifier is added, and another modifer changes the UVWs (like the UVW Map modifier),
: make sure the Octane UVW1 channel is set to Map Channel 1 (even if the information text below says 'INVALID channel 1...) [in Channel Settings panel of the Octane geometry modifier]

Here is a sample scene with a png image texture applied to the wetmap with a UVW Map modifier, and a Bend modifer too:
wetmap_UVWs.png

wetmap_UVWs.zip
(114.64 KiB) Downloaded 18 times


The different mapping modes of the UVW modifier are working correctly (Planar, Cylindrical, etc..)
Also, with the 'Use Render mode' set to the simulator, this seems to fix other update issues when changing other settings / changing the current frame.

Note that you may want to disable the 'Phoenix Issue Resolver' in Render settings / Support / Phoenix, as it sometimes open the resolver dialog incorrectly.
Those settings and issues should be improved / automatically detected in a future release..
Thanks
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Re: OctaneRender® for 3ds max® v2023.1.2 - 14.08

Postby Jani » Tue Jan 23, 2024 8:56 pm

Jani Tue Jan 23, 2024 8:56 pm
neonZorglub wrote:
Jani wrote:Hi,

I posted this a while back in the dev build releases forum, and I was wondering if you can speak a little on the subject Neonzorbgulb, please see below:

Jani


Hi Jani,
As I understand, the 'real time rendering' feature is a special rendering setup with optimal performance to display the final image. On 3dsMax, this will avoid several image copy and rgb conversions that are currently needed.
But it requires a lot of changes in the current code, as well as some research to use a DirectX surface in 3dsMax without causing issues with the 3dsMax own display driver..
So, that's quite some work, but it's on my list for a future update.

Note that on 3dsMax, like other plugins, there will always be a performance hit to convert and send the geometry to the Octane Engine.
For example, if you deform a mesh with a bend modifier in an animation, the full mesh have to be read from Max, converted and sent to Octane.
Having the 'real time rendering' won't help much in this case.
In this kind of case, you can use the Animation cache (Render settings / Kernel), that will keep the mesh data in Octane memory, skipping the processing from max data.
(And then, the real time rendering' should improve the performance even more..)

For minor single changes, like the camera position, or a material parameter, there should be a good performance gain, especially for large render size..

I'll make sure to provide samples and information when this 'real time rendering' feature is added in the 3dsMax plugin.

Thanks



Awesome, thanks for the update Neon, I can't wait to be able to test out those new features!

btw what you're saying about the mesh conversion, I completely understand. I wasn't trying to turn 3ds Max/Octane into an unreal engine like experience, but seeing the octane preview window with that much extra feedback should be enough to blow the clients away (or at least colleagues in the office!). Not to mention the obvious benefits of setting up scene lighting(which I hope will update in real time).

Kind regards,

Jani
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Re: OctaneRender® for 3ds max® v2023.1.2 - 14.08

Postby coilbook » Thu Jan 25, 2024 3:39 pm

coilbook Thu Jan 25, 2024 3:39 pm
after restarting 3d max still get missing textures error. is it 3ds max or octane? I noticed old octane scenes do this a lot


Any plans to do search pc for missing textures?
Thanks


UPDATE:
Missing external files dialog doesn't work with octane (after restart all bmps are missing again). One has to manually go to each octane texture with a missing path and direct octane where a bitmap is. Can this be fixed?
Attachments
Untitled-1.jpg
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Re: OctaneRender® for 3ds max® v2023.1.2 - 14.08

Postby coilbook » Thu Feb 01, 2024 5:10 pm

coilbook Thu Feb 01, 2024 5:10 pm
Hi,
Can you look into octane particlePL modifier. It updates really badly. When changing reference mesh, mesh scale etc., many times you have to delete and reapply the modifier so it will get updated.
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Re: OctaneRender® for 3ds max® v2023.1.2 - 14.08

Postby neonZorglub » Fri Feb 02, 2024 1:51 am

neonZorglub Fri Feb 02, 2024 1:51 am
coilbook wrote:Hi,
Can you look into octane particlePL modifier. It updates really badly. When changing reference mesh, mesh scale etc., many times you have to delete and reapply the modifier so it will get updated.

Hi coilbook,
Thank you for reporting the problem. I noted some issues too. I'll rework the particle modifier for the next release.
(I just added support for RGB color channel to the volume modifier, there will be colorful fires in next release ;) )

Thanks
neonZorglub
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Re: OctaneRender® for 3ds max® v2023.1.2 - 14.08

Postby Elvissuperstar007 » Wed Feb 07, 2024 8:53 am

Elvissuperstar007 Wed Feb 07, 2024 8:53 am
Bug! v2023.1.2 - 14.0
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Re: OctaneRender® for 3ds max® v2023.1.2 - 14.08

Postby Elvissuperstar007 » Wed Feb 07, 2024 11:50 am

Elvissuperstar007 Wed Feb 07, 2024 11:50 am
if you add HDR lighting and try to move the animation scale, the scene immediately crashes
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Re: OctaneRender® for 3ds max® v2023.1.2 - 14.08

Postby paride4331 » Wed Feb 07, 2024 4:07 pm

paride4331 Wed Feb 07, 2024 4:07 pm
Hi Elvissuperstar007,
Please provide a detailed description of the process that generates the reported issues so that we can verify and address them effectively.
Regards
Paride
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Re: OctaneRender® for 3ds max® v2023.1.2 - 14.08

Postby merid888 » Wed Feb 07, 2024 4:47 pm

merid888 Wed Feb 07, 2024 4:47 pm
Good morning, I want extern a detail about my plugin OctaneRender for 3ds max v2023.1.2 - 14.8

Is the second time when I try to open the program and fail the OctaneRender plugin v2023.1.2 - 14.8, I don't know if is a problem of server or update by windows 11.

Add image like reference.
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