OctaneRender® for 3ds max® v2.05a (Updated)

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Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
3dgeeks
Licensed Customer
Posts: 193
Joined: Wed Jun 11, 2014 8:12 am

Nice, its good to see regular updates.

It would be good to start another vote for new feature requests, to supercede the one leading up to 2.0.

I would include

- complete matting solution
- better shader integration with max viewport
- access to more of max procedurals such as noises and tiles
- Octane proxy system.
- Net Render manager
- Saving of partial rendered samples, with ability to restart
User avatar (Default)
merid888

thank you karba, i'll test
JuM
Licensed Customer
Posts: 79
Joined: Sat Nov 05, 2011 8:07 pm

Hi Karba.
Random color texture is reassigning each frame and chaging color. I created a forest scene with instancing just a one tree. I gave color gradient map for the leaves. Then gave random color texture to the leaves. Started animated render and its changing the color of the leaves each frame. It could be nice if i would be static colors.
darkline
Licensed Customer
Posts: 291
Joined: Wed Mar 07, 2012 11:56 pm

Having serious problems with every release of Octane 2 onwards. Basically a scene that used to render on 1.55 fails everytime in 2.x

I have tried to find the fault by hiding/turning things off in my scene, and discovered it comes down to the VRAM overspilling in 2.x. So I started to delete objects to get the poly count down and did this test - deleted all the fur bar 1 object (it's actually mesh created from fur the fur modifier has been removed). Then ran it in both versions of octane :

2.05a
octane 205.jpg
1.55
octane 155b.jpg
You can see that for some reason the same scene is taking over 1GB more in octane 2. Now, I thought this might be due to some of my hidden layers still having hair and fur modifiers on them (even though they are disabled in the stack). So I removed everything in the scene but a single mesh and re-saved the file. To be clear this scene contains just a mesh and a light - no modifiers.

This is the scene opened in 1.55
octane 155head.jpg
This is exactly the same scene in 205 :
octane 205head.jpg
As you can see in Octane 1.55 the scene takes up 1.4GB and in Octane 2.05 it takes up 2.3GB

This is the same max file simply rendered with the two versions of octane. Since version 2 has been released I cannot open the full file of this character without running out of RAM and octane failing every time.
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
User avatar
Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

darkline wrote:Having serious problems with every release of Octane 2 onwards. Basically a scene that used to render on 1.55 fails everytime in 2.x

I have tried to find the fault by hiding/turning things off in my scene, and discovered it comes down to the VRAM overspilling in 2.x. So I started to delete objects to get the poly count down and did this test - deleted all the fur bar 1 object (it's actually mesh created from fur the fur modifier has been removed). Then ran it in both versions of octane :

2.05a
octane 205.jpg
1.55
octane 155b.jpg
You can see that for some reason the same scene is taking over 1GB more in octane 2. Now, I thought this might be due to some of my hidden layers still having hair and fur modifiers on them (even though they are disabled in the stack). So I removed everything in the scene but a single mesh and re-saved the file. To be clear this scene contains just a mesh and a light - no modifiers.

This is the scene opened in 1.55
octane 155head.jpg
This is exactly the same scene in 205 :
octane 205head.jpg
As you can see in Octane 1.55 the scene takes up 1.4GB and in Octane 2.05 it takes up 2.3GB

This is the same max file simply rendered with the two versions of octane. Since version 2 has been released I cannot open the full file of this character without running out of RAM and octane failing every time.
fixed, now it takes the same amount of memory.
wait for a new release.
darkline
Licensed Customer
Posts: 291
Joined: Wed Mar 07, 2012 11:56 pm

Thank you Karba
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
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