OctaneRender® for 3ds max® v1.18[Test]

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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darkline
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Joined: Wed Mar 07, 2012 11:56 pm

Karba wrote:
darkline wrote: Thanks, I've done that but like Iray we need option for background image to be seen in the octane viewport and saved as pre-multiplication of the alpha channel for compositing, especially for soft shadows and matte objects
For proper compositing you have to switch on alphachannel and switch off keep_environment in kernel settings.
Have done this Karba but am still left with an odd fringing around my object (when used with Max multipass motion blur) for compositing. It's almost a white halo/streak left behind and looks unnatural.

Also, are there any plans to control shadow density on matte materials? I rendered out a scene in daylight but the shadows from the sun were completely black when composited (path tracing 8 depth), at the moment I can't get this to match my background plate where the shadows are not totally black. There's no control for daylight shadow apart from turbidity.

It would be great if we had options on matte material for the shadow pick-up/intensity. For example, I built my scene with 3 walls around my character. The walls and floor are all 'matte'. the walls are there simply to block sunlight and pick up shadows from my animated character but the alpha channel on the walls is unnaturally dense, so I get black patches when composited. I'd like to be able to turn receive shadows off for the walls or control how much they receive, but keep the indirect lighting effects of the walls on the scene.
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
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Olitech
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Joined: Thu Apr 25, 2013 4:27 pm

Dear Karba,

Thanks for making my life better with each update! Keep it up. We are eternally grateful. =)

Best,
O
WORKSTATION = Win7x64 / Intel Core i7-5930K [email protected] / 32GB ram / Liquid Cooled 4xTitanX /3dsMax 2014 / Octane Max Plug v2.16a / FARM = Intel i7-2600k 3.70GHz (x2 TitanZ) x 14
darkline
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Posts: 291
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Karba wrote:
background image in standalone doesn't cast any shadows and doesn't affect lighting. It is used only to align camera to fit object to picture. It even is not saved to render file. In 3dsmax you can use standard 3dsmax viewport with own background image to fit object to picture.
By the way Karba, the reason I ask for this feature is because it's impossible to judge the lighting in max viewport only when trying to composite character or elements into plate/background footage. Right now I render in octane, save image with alpha, bring into AE to to a basic composite and see how it looks. Then go back to octane, change lights a little, save image... etc. It takes a lot longer to get the right lighting not being able to see CG insert and background at the same time. So being able to do that directly in the octane viewport would be much much easier.
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
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mbetke
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Same here like Darkline. I have to render out some samples to get a preview I can import to Photoshop when doing a comp with a matte.

Having my custom background image visible while already rendering would be a good time saver.
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gabrielefx
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oops, I didn't know that in the standalone the image background is not saved
I often use in Max the image background to do a sort of camera matching.
I thought that in the incoming versions Octane already did a compositing with the 2d background.
It's not a lack, traditional compositing it's more powerful because we can change exposure.

I request for real transparency for specular material in alpha maps.
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darkline
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Joined: Wed Mar 07, 2012 11:56 pm

gabrielefx wrote:oops, I didn't know that in the standalone the image background is not saved
I often use in Max the image background to do a sort of camera matching.
I thought that in the incoming versions Octane already did a compositing with the 2d background.
It's not a lack, traditional compositing it's more powerful because we can change exposure.

I request for real transparency for specular material in alpha maps.
Hi Gabriele

Just to be clear I would not use octane for baking the composite. I would still use alpha channel and AE of course, but in order to get the basic lighting right (before colour correction, or multiple passes) then seeing the final render on the background plate is a huge time saver.

Is there any way at the moment to do a separate shadow pass? I'm really struggling with this one.
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
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lixai
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@ Karba

In max when a light is turned OFF, it is grey in viewport, i see that OctaneDaylight Sun is Yellow even when it's OFF.
Can you please make it to display Grey when it's turned off, because i have more sun's in the scene for each camera, and sometimes i don't know which sun is ON or OFF.

Thanks
Alex
Core i7 860, ZOTAC GTX 580 - 3GB, 2 x GTX TITAN, 32Gb RAM
boris
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Posts: 148
Joined: Mon Jan 23, 2012 7:50 am

Dear Karba
First: thanks for your hard work, the engine gets better and better and is somehow fun to work with.
Unfortunately we got some stabilty issues here using this version with gpu expansion.
If the backplane is off, we have no problems with stability. I just rendered an an animation sequence without problems for 10 hours.
The problem occurs when trying to render with all gpu's turned on (except the one for display).
After "Tranforming Vertices" it says "Rendering", the framebuffer remains black, and the progress bar for the first frame just rises about 1 Tick.
The strange thing is: Killing the 3dsmax.exe process is not possible. Just won't do it. The computer does not freeze and other tasks could be started etc.. A shutdown will initiate but will not complete (sometimes logoff completes) and the machine has to be hard reseted. Probably because 3dsmax.exe can't be terminated.

Workstation side:
GTX 680 4GB - display
GTX 680 4GB
Trenton Backplane:
GTX 680 4GB
GTX 680 4GB
GTX 680 4GB
GTX 680 4GB

Driver: 301.10 *
3dsmax 2012 x64

* Long story, but we run into problems using newer drivers with the backplane, but since the test animation and working experience was stable using the workstation only the driver might not be the problem here.

Can you confirm stability with this version using on a cubix expander box for example?

cheers
boris

EDIT: windows event viewer reports no errors at the time this occurs, no nvlddmkm.sys etc.
EDIT2: newest driver will produce similar results and triggering a bunch of nvlddmkm errors:
The description for Event ID 14 from source nvlddmkm cannot be found. Either the component that raises this event is not installed on your local computer or the installation is corrupted. You can install or repair the component on the local computer.

If the event originated on another computer, the display information had to be saved with the event.

The following information was included with the event:

\Device\Video27
0092(1e58) 00000000 00000000
setting all gpus to low priority let me render a couple of frames. octane viewport works fine.
anyone with a gpu expansion has similar problems?
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kevinshane
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Location: China
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please , real time camera shift preview in viewport and HDRI preview in material editer(right now it's black) , it's really important !!! :( :(

also...please add "point cloud" display mode or a special proxy format like vrmesh...it could help in large scene
MSI GT70 laptop i7-3610QM+32G+GTX680M 4G

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kevinshane
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boris wrote: setting all gpus to low priority let me render a couple of frames. octane viewport works fine.
anyone with a gpu expansion has similar problems?
hi , i have similar problems but not exactly the same as yours
I use single gtx690 for egpu , everthing is good , benchmark is good , but when i trying to render final image , say 15-20min rendering , the gtx690 auto shutdown without any notice(temp is good,only 64 degree,99% usage) i thought that maybe the PSU problem(600w psu)
but...when i swith all gpu to low priority(which force gtx690 to work in 88%-90% usage,not 99% full usage)..and i got nothing auto shutdown...everything is perfect(although it would lose about 10% performance) !
so i am confused , what cause auto shutdown for every 15-20min full usage rendering??

by the way , I think the PSU provide enough power to a single gtx690 , because
single gtx690 full usage(99% usage) : 254-274W
single gtx690 low priority(88%-90% usage) : 235W

so i don't think the 600W PSU can't handle this situation , so maybe the engine's problem???? i can't tell~~
MSI GT70 laptop i7-3610QM+32G+GTX680M 4G

Octane Arch/Interior Viz Tutorials
http://www.kshane.com
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