OctaneRender® for 3ds max® v2.20

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mikinik
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Karba wrote:Main changes since version 2.16a
At the moment there is no proper way for implementation of multi uv channels. octane standalone implementation doesn't allow to do that without extra GPU memory consumption even if it is not used.
and what's next, this will not happen? how it works in the standalone version?
when will work motion blur with realflow meshes?
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
Norman_Stansfield
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Posts: 71
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How about velocity render element?
Would be great.

realflow bin mesher doesnt update mesh while final rendering. It updates it while scrubbing during octane preiview, but rf mesh is not updating when we hit final render.

There are issues with frost / realflow motion blur. It simply doesnt work by octane moblur.

This is probably all to correct, if done correctly, I dont see anything else to make octane better :)
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RobSteady
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Karba wrote:I will update material conversion next week.
YESSSS :D
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
visionmaster2
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Posts: 107
Joined: Wed Apr 10, 2013 12:52 pm

Still dont work for me in 3dsmax2015 sp2.
please can you check it ?
wastzzz
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Posts: 149
Joined: Mon Oct 15, 2012 7:04 pm

Render passes quality is unchanged, it's still not acceptable.
Here are some examples.
- Antialiasing is wrong, and I mean, very wrong.
- Borders are jagged

For now I am sticking to the manual rendering trough the Info Channel Kernel.
Hope it gets fixed.
Beauty
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bicket
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Hi karba

BUG with DL gi mode "None" : glossy materials have a fresnel alpha (alpha refraction)
PortFolio
4 x TITAN - Win 7 64 - Octane Rocks
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suvakas
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Posts: 503
Joined: Sun Jun 12, 2011 10:26 am

Karba wrote: At the moment there is no proper way for implementation of multi uv channels. octane standalone implementation doesn't allow to do that without extra GPU memory consumption even if it is not used.
What does that mean? You don't have to export multiple channels for all models. Only for those that are using it.
Or is there smth i'm not geting?
If it's not working then why did you guys announced it at all?
Can't you like 1st implement it properly and then do the announcements?

Suv

[edit]
Looks like Lightwave has it:
juanjgon wrote:This is the first beta build of the OctaneRender™ 2.2 for LightWave™ plugin. This 2.20.1 release is available for Lightwave 10.1, 11.6 and 2015.1 Windows x32/x64 and OSX x64

=============================================
RELEASE 2.20.1
=============================================

* NEW FEATURES:

- New mesh functions to support multiple UV maps. Currently Octane has been enabled to support up to 3 UV maps in each object.
...
So what's the deal?
Last edited by suvakas on Sun Jan 25, 2015 9:24 am, edited 1 time in total.
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gabrielefx
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Joined: Wed Sep 28, 2011 2:00 pm

thanks Karba.

any news regarding ies distribution visible in wireframe (see Corona or Vray) and targeting feature?

Regarding Vray scene conversion don't forget: Vray sun, Vray ies lights, materials with the correct procedural Max textures.
Please implement Max gradient conversion.

what about the stereoscopic feature you announced many months ago?

regards
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
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bicket
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wastzzz wrote:Render passes quality is unchanged, it's still not acceptable.
Here are some examples.
- Antialiasing is wrong, and I mean, very wrong.
- Borders are jagged

For now I am sticking to the manual rendering trough the Info Channel Kernel.
Hope it gets fixed.
test.jpg
test_Ambient Occlusion.jpg
test_Materia Id.jpg
Have you check the alpha channel.
For me it works very well when saved in png with alpha.
PortFolio
4 x TITAN - Win 7 64 - Octane Rocks
wastzzz
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Posts: 149
Joined: Mon Oct 15, 2012 7:04 pm

bicket wrote:
wastzzz wrote:Render passes quality is unchanged, it's still not acceptable.
Here are some examples.
- Antialiasing is wrong, and I mean, very wrong.
- Borders are jagged

For now I am sticking to the manual rendering trough the Info Channel Kernel.
Hope it gets fixed.
test.jpg
test_Ambient Occlusion.jpg
test_Materia Id.jpg
Have you check the alpha channel.
For me it works very well when saved in png with alpha.
Thank you, will try later.
Regards :)
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