OctaneRender® for 3ds max® v2.10

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Olitech
Licensed Customer
Posts: 447
Joined: Thu Apr 25, 2013 4:27 pm

Karba wrote:
This number includes only "unique" triangles.
Do you use displacement?
Yes, we use displacement.

EDIT: Ok, we are re-sending the file to the farm with all displacement turned off. So far, no crashes. We'll see how many frames make it out by tomorrow morning.

UPDATE: So we re-sent a 450 frame, 1080p exterior to the render farm at 5pm EST. It is now 7pm EST and we are at 13% (61frames) before even leaving the office! So far turning off all displacements is doing the trick...We'll see by tomorrow AM. Karba rules.

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
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Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

Olitech wrote:
Karba wrote:
This number includes only "unique" triangles.
Do you use displacement?
Yes, we use displacement.

EDIT: Ok, we are re-sending the file to the farm with all displacement turned off. So far, no crashes. We'll see how many frames make it out by tomorrow morning.

UPDATE: So we re-sent a 450 frame, 1080p exterior to the render farm at 5pm EST. It is now 7pm EST and we are at 13% (61frames) before even leaving the office! So far turning off all displacements is doing the trick...We'll see by tomorrow AM. Karba rules.

best,
O
Displacement should be fixed in the next release.
Norman_Stansfield
Licensed Customer
Posts: 71
Joined: Tue Jan 21, 2014 10:27 am

Karba, how about static noise checkbox in new version? Right now 2.10 is useless for animation.

All the best
nl
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Olitech
Licensed Customer
Posts: 447
Joined: Thu Apr 25, 2013 4:27 pm

Olitech wrote:
Karba wrote:
This number includes only "unique" triangles.
Do you use displacement?
Yes, we use displacement.

EDIT: Ok, we are re-sending the file to the farm with all displacement turned off. So far, no crashes. We'll see how many frames make it out by tomorrow morning.

UPDATE: So we re-sent a 450 frame, 1080p exterior to the render farm at 5pm EST. It is now 7pm EST and we are at 13% (61frames) before even leaving the office! So far turning off all displacements is doing the trick...We'll see by tomorrow AM. Karba rules.

best,
O
Success! Turning off displacement worked. No driver errors or hanging machines. 2.10.

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
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mykola1985
Licensed Customer
Posts: 197
Joined: Mon Sep 24, 2012 6:04 pm

I confirm that turning off all displacement maps in my scenes no longer makes my GPU driver crash!
i7 3770K, 12GB RAM, ASUS STRIX GTX 780 - 6GB OC Edition + ASUS GTX 780 Ti - 3GB, win 7 ultimate 64bit
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oguzbir
Licensed Customer
Posts: 715
Joined: Fri Jun 25, 2010 12:30 am
Contact:

Karba Hi,
I'm not sure this is a max plugin oriented bug or octane standalone bug.
Edit:Yes it's max plugin bug.
But here it is..

I was having hard time setting up shader for my new project with hair.
I created a basic scene ( lit with a HDRI, Basic plane, with 100 thick hair strands)

I'm using ornatrix v3 in this one. I believe you can download a demo of Ornatrix to test it out.
When I render hair with builtin octane hair pritimives.
I guess the octane hair primitves' normals are the problem.

If I convert the hair strands to mesh via ornatrix's " Ox Mesh From Strands" modifier.
The result is perfect as it should.

I couldn't test this with hair&fur cause I couldn't render hair&fur with this version.

I also exported the scene from max to standalone 2.10
It was rendering correctly.
In max the rayepsilon and other settings are 0 default.I also tested other ray epsilon values.

Karba please test if it can be corrected..
I'm in the middle of a project. I didnt had the chance to test this out in earlier builds.

hair_primitive_.jpg
mesh_hair.jpg
hair_problem.jpg
hair_problem_standalone.jpg
My Portfolio
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
User avatar
Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

oguzbir wrote:Karba Hi,
I'm not sure this is a max plugin oriented bug or octane standalone bug.
Edit:Yes it's max plugin bug.
But here it is..

I was having hard time setting up shader for my new project with hair.
I created a basic scene ( lit with a HDRI, Basic plane, with 100 thick hair strands)

I'm using ornatrix v3 in this one. I believe you can download a demo of Ornatrix to test it out.
When I render hair with builtin octane hair pritimives.
I guess the octane hair primitves' normals are the problem.

If I convert the hair strands to mesh via ornatrix's " Ox Mesh From Strands" modifier.
The result is perfect as it should.

I couldn't test this with hair&fur cause I couldn't render hair&fur with this version.

I also exported the scene from max to standalone 2.10
It was rendering correctly.
In max the rayepsilon and other settings are 0 default.I also tested other ray epsilon values.

Karba please test if it can be corrected..
I'm in the middle of a project. I didnt had the chance to test this out in earlier builds.

hair_primitive_.jpg
mesh_hair.jpg
hair_problem.jpg
hair_problem_standalone.jpg
Will be fixed in the next release.
User avatar
mykola1985
Licensed Customer
Posts: 197
Joined: Mon Sep 24, 2012 6:04 pm

can't wait........ :P
i7 3770K, 12GB RAM, ASUS STRIX GTX 780 - 6GB OC Edition + ASUS GTX 780 Ti - 3GB, win 7 ultimate 64bit
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oguzbir
Licensed Customer
Posts: 715
Joined: Fri Jun 25, 2010 12:30 am
Contact:

Karba wrote: Will be fixed in the next release.
Karba Hi,
About the hair primitive problem I mentioned earlier.
I'm not %100 sure but it seems like that problem occurs when the hair guides is set as moveable proxy.
I tried that in my actual scene.

I now hope that it's easier for you to solve this..
I would be just great if you can also solve interactivity of animated hair rendering while scrubbing the time line.

There are still some issues I've been spotting lately with hair rendering, especially with ornatrix hair (which I only use).
I'll post more when I can reproduce the other problems.
Moveable proxy is checked ON here..
Moveable proxy is checked ON here..
Moveable proxy is checked OFF here..
Moveable proxy is checked OFF here..
My Portfolio
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
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momade
Licensed Customer
Posts: 349
Joined: Wed Feb 19, 2014 9:52 pm
Location: Cologne - Germany
Contact:

im a c4d octane user and just ran into static noise problem becaue of lowering samples to optimize rendertime for a long animation. its strange... noise moves probably due to PT-refraction and bounces, but there are clear noise-structures, that remain static. my scene is a pure camera animation, therefore the static effect is really distracting. i killed it in post, becaue i dont want to miss on the new renderspeen improvement, but as many already saisd, static noise is a NOGO for animation. nether cam nor full animation! and postwork does not make much sense, as it is ALWAYS eating up detail.
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