OctaneRender® for 3ds max® v2.04

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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Karba
OctaneRender Team
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Joined: Sat Jun 11, 2011 9:05 am

Main changes since version 2.03
  • Added new parameter "GI Clamp" to the path-tracing and the PMC kernels. It clamps the contribution for each path to the specified value. By reducing the "GI clamp" value, you can reduce the amount of fireflies caused by sparse but very strongly contributing paths. Reducing this value reduces noise by removing energy. On the other hand, "caustic blur" reduces noise by blurring caustics, but conserves energy.
  • Fixed some visible gaps between displacement triangles.
  • Fixed update problems when sub-sampling is used.
  • Fixed incorrect brightness when sub-sampling was used and the minimum display samples was > 1.
  • Enable log flag "netRender" in release builds. Should be used to help us debugging net rendering, particularly the cases where maximum samples are never finished. I will write a separate post about this.
  • Port to Max buffer button works again.
  • standard hair and fur support by the same way as all other renders. Don't forget to set hair and fur effect to geometry type. In old 3dsmax versions octane viewport may not work with hair, use production render (render button/F9)

DOWNLOAD
Installer http://render.otoy.com/plugindownloads/ ... p_2_04.zip (30MB ZIP File)

For network slave and daemon please download standalone installer here
http://render.otoy.com/forum/viewtopic.php?f=24&t=41308

Yours,
The OctaneRender® Team.
akira
Licensed Customer
Posts: 94
Joined: Sun May 30, 2010 4:33 pm

Thank you master Karba!
HHbomb
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can't wait to test ! :-)
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
Metalkid1974
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Posts: 9
Joined: Sun Jul 28, 2013 7:13 pm

Hair still doesn't seem to work. The only difference I can spot from v 2.03 is that there no longer seems to be an option to enable hair rendering. Am I missing something?
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Karba
OctaneRender Team
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Metalkid1974 wrote:Hair still doesn't seem to work. The only difference I can spot from v 2.03 is that there no longer seems to be an option to enable hair rendering. Am I missing something?
Have you set Hair and Fur effect to geometry type?
It should work in production render (render button or F9) in 3dsmax 2013-2014
and in octane viewport in 2015 (not sure about 2014)
HHbomb
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Hello Karba, with maxdesign2014 Hairs are rendered in production render, not in viewport.
another thing : when "use viewport background" is checked, background image don't appear in Octane viewport.
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
HHbomb
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In maxdesign2015 hairs works fine in viewport, no need to switch to "geometry", it works with "buffer" too.
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
Metalkid1974
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Posts: 9
Joined: Sun Jul 28, 2013 7:13 pm

Karba wrote:
Metalkid1974 wrote:Hair still doesn't seem to work. The only difference I can spot from v 2.03 is that there no longer seems to be an option to enable hair rendering. Am I missing something?
Have you set Hair and Fur effect to geometry type?
It should work in production render (render button or F9) in 3dsmax 2013-2014
and in octane viewport in 2015 (not sure about 2014)
I had not set it to geo, no. When set to geometry it renders in production render, but not i viewport. FYI: I use max 2012 64.
I guess that solves it then - thanx for the feedback and the general awesomeness of the software. :)
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gabrielefx
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Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

Bug.

this scene doesn't start (created with Octane for Max 2.01)
Max 2014
4 x Titans
Nvidia 337.88

regards
Attachments
mylights.zip
(452.29 KiB) Downloaded 203 times
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
HHbomb
Licensed Customer
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Hi gabrielefx, I have opened your scene and no problem if I enable the lights.
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
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