JimStar, hi.
I understand you correctly, vertex motion blur will not work on a not constant mesh in 3ds max? in octane standalone it works, but in 3DS Max would not be, and should not wait, right?
OctaneRender® for 3ds max® v2.23.2 - 2.1 [OBSOLETE]
Forum rules
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.
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.
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
Ok dumb question,
I'm always apprehensive about updating, but it's been a real long time and I think we are due.
I also have not been keeping track of every single update. Too many critical projects.
What's the difference?
DOWNLOAD
OctaneRender for 3ds Max 2.23.2 - 2.1 (12.7MB autoinstaller file)
OctaneRender for 3ds Max 2.23.2 - 2.1 DEMO (11.2MB autoinstaller file)
Thanks!
best,
O
I'm always apprehensive about updating, but it's been a real long time and I think we are due.
I also have not been keeping track of every single update. Too many critical projects.
What's the difference?
DOWNLOAD
OctaneRender for 3ds Max 2.23.2 - 2.1 (12.7MB autoinstaller file)
OctaneRender for 3ds Max 2.23.2 - 2.1 DEMO (11.2MB autoinstaller file)
Thanks!
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
.max and .ocs files here - https://www.dropbox.com/s/zb76dwaj4skok ... t.rar?dl=0JimStar wrote:mikinik
I need the scene to take a look on what's going on in your case. I mean Max scene, not the abc file.
in this version of plugin, a very long translation, and mesh breaks on render.
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
Hello Jim
Sort of a bug here...
Occasion: When cancelling a main render (not octane viewport)
Up on pressing the Cancel button,
The Current task Says Render passes rendering. and wait for serious time at hires.
If there are 5-6 render elements assigned at the render elements window. it not only lasts longer to end the render, it also doesnt render out or display the render elements calculated to that point.
It is totally understandable for not displaying the passes when cancelled. ( according our old experiences with other renderers scanline, vray, mentalray etc.)
Mind you I often render at extreme highres for print work. Say 8Kx10k renders. And it does take alot of time ending the render.
But is that really the case ? Does octane calculates the other passes along with the beauty?
So would it possible to output those passes if the render is canceled?
Even I havent got the time to investigate the issue entirely. But maybe you can solve it by looking at the code I dunno.
But I can say you this. This is tested
I make the simpliest scene with two spheres and a daylight.
Added all of the passes that mother nature gave us. to the render elements list
Render that scene at 640x800 px. And cancel the render in the middle. (max samples set a low value like 444)
When cancelled in the middle....The time with passes ON is is definitely longer than
a- if Elements Active checkbox is turned OFF
b- if all the elements (passes) are deleted from the list
That rises the question if the rendering of the passes goes along with the beauty if yes. Could those passes be displayed upon canceling the render.
If that cant be done. Then It would be great to end render quicker disregarding the passes
Best,
Sort of a bug here...
Occasion: When cancelling a main render (not octane viewport)
Up on pressing the Cancel button,
The Current task Says Render passes rendering. and wait for serious time at hires.
If there are 5-6 render elements assigned at the render elements window. it not only lasts longer to end the render, it also doesnt render out or display the render elements calculated to that point.
It is totally understandable for not displaying the passes when cancelled. ( according our old experiences with other renderers scanline, vray, mentalray etc.)
Mind you I often render at extreme highres for print work. Say 8Kx10k renders. And it does take alot of time ending the render.
But is that really the case ? Does octane calculates the other passes along with the beauty?
So would it possible to output those passes if the render is canceled?
Even I havent got the time to investigate the issue entirely. But maybe you can solve it by looking at the code I dunno.
But I can say you this. This is tested
I make the simpliest scene with two spheres and a daylight.
Added all of the passes that mother nature gave us. to the render elements list
Render that scene at 640x800 px. And cancel the render in the middle. (max samples set a low value like 444)
When cancelled in the middle....The time with passes ON is is definitely longer than
a- if Elements Active checkbox is turned OFF
b- if all the elements (passes) are deleted from the list
That rises the question if the rendering of the passes goes along with the beauty if yes. Could those passes be displayed upon canceling the render.
If that cant be done. Then It would be great to end render quicker disregarding the passes
Best,
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windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
I did ask this yesterday to info@..... and support@.... Wonder If I get any returns.JimStar wrote:oguzbir
You better ask this in email to Otoy support address - as this is better to get the official answer about this version's Demo distribution...
also would it be plausible to ask to abstrax about it?
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I have let to know yesterday morning that the email with this question might come, so they will answer you as soon as they will get your email.oguzbir wrote:I did ask this yesterday to info@..... and support@.... Wonder If I get any returns.
You should read the changes in the first post.fitenia wrote:there are problems in the passage from 1.9 to 2.1.
In the existing scene ....no materials, no maps, octane render setup have a reset and return to default
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