
OctaneRender® for 3ds max® v1.13[Test]
Forum rules
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
Karba is on vacation as it seems. I would like to have the new functionality too but let him relax. 

PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Karba is on vacation, octane for max is dead, seems that only one person is working on this one. 

Core i7 860, ZOTAC GTX 580 - 3GB, 2 x GTX TITAN, 32Gb RAM
Yes but this is not a secret. It was always only Karba working on the plugin for max. Its the same for most other plugins here I guess.
You have to think this way: If he makes his 4 weeks vacation now, he will be available the remaining year for us.

You have to think this way: If he makes his 4 weeks vacation now, he will be available the remaining year for us.


PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Can we wait " ActiveShade " ? Thank you 

Core i5 76o @ 2.8o GHz | ZOTAC gtx58o AMP 1536Mb | MSI gtx46o 1o24Mb | Corsair ForceGT SSD12o | Gskill 16Gb RAM 16ooMHz
OctaneRender® for 3ds max®
One annoying thing that tends to break the workflow - preview of octane materials in 3dmax viewport - the texture node can be shown in viewport - but that's about it - even the RGB node doesn't show on the materials
- so please at least add the RGB preview, and do something with the material previews - kills the workflow, it's about time to get to those issues
- so please at least add the RGB preview, and do something with the material previews - kills the workflow, it's about time to get to those issues
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
add a smooth ( not meshsmooth ) modifier and see what happens.karlo wrote:Hi,
as you can see per photo in attachment, some strange black segments are on TUBE and CYLINDER.
Black segments are changing while adding segments. Really strange !
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
direct link : http://www.flickr.com/photos/89259885@N05/8939717964/
Need some help here :
Wanna make an animated camera walktrough , However
each frame seems to take too long.for lighting I mixed :
HDR , ies lamps, and one spherical octane light.
Modeled only half of this set, and used few downloaded assets.
I am using a nvidia Quadro 4000 but I am exchanging it to a GTX 560 2 gig.
What I need is : to compose several shots with that virtual set,
and real furniture like a real door and a chair etc...
for the render above I've used a Texture environment with an HDR but first, I made a silly mistake
, and I used a 4k HDR and this impacted render times.
then, I made a smaller HDR for lighting as I am not using background.
Now I have this one using direct light/difuse and took only half hour, still a lot,still grainy, but half time than before :
http://www.flickr.com/photos/89259885@N05/8940115705/
Please advise me How can I light /render in less time with a diferent setup.
I used PMC and is still grainy, while the other kernels,like Path Tracing or direct light and difuse, instead of Ambient oclusion take even longer to get rid of the noise.In the beginning with ambient oclusion I was able to have less grainy and faster renders,but the fur, for instance, looks awful !see link:
http://www.flickr.com/photos/89259885@N05/8940194345/
Hope I don't have to wait for the cloud in order to render this !
Need some help here :
Wanna make an animated camera walktrough , However
each frame seems to take too long.for lighting I mixed :
HDR , ies lamps, and one spherical octane light.
Modeled only half of this set, and used few downloaded assets.
I am using a nvidia Quadro 4000 but I am exchanging it to a GTX 560 2 gig.
What I need is : to compose several shots with that virtual set,
and real furniture like a real door and a chair etc...
for the render above I've used a Texture environment with an HDR but first, I made a silly mistake

then, I made a smaller HDR for lighting as I am not using background.
Now I have this one using direct light/difuse and took only half hour, still a lot,still grainy, but half time than before :
http://www.flickr.com/photos/89259885@N05/8940115705/
Please advise me How can I light /render in less time with a diferent setup.
I used PMC and is still grainy, while the other kernels,like Path Tracing or direct light and difuse, instead of Ambient oclusion take even longer to get rid of the noise.In the beginning with ambient oclusion I was able to have less grainy and faster renders,but the fur, for instance, looks awful !see link:
http://www.flickr.com/photos/89259885@N05/8940194345/
Hope I don't have to wait for the cloud in order to render this !
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
If you want to achieve noiseless photorealistic results with Octane you need faster gpus,3 or 4.
For pmc/pt animations you need several workstations, it depends by the frames number and resolution.
Rule #1, don't use tiny emitters. Less is the light more is the render time/grain (noise).
For pmc/pt animations you need several workstations, it depends by the frames number and resolution.
Rule #1, don't use tiny emitters. Less is the light more is the render time/grain (noise).
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB