OctaneRender® for 3ds max® v2.23.2 - 2.8 [OBSOLETE]

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darkline
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Posts: 291
Joined: Wed Mar 07, 2012 11:56 pm

Live DB still closes everytime you import a material.

We used to be able to click on a material slot, import, click on another slot, import. Now when the DB is open you can't access anything else.
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Jorgensen
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Posts: 872
Joined: Sun Jun 30, 2013 10:53 am

Material converter does not convert all vray materials.

I was considering investing in "3d gome gadgets" from viz-people and tried downloading the demo file from here
http://www.viz-people.com/shop/3d-home-gadgets/

but sadly octanes material converter won't convert all materials....

i hope this is going to be fixed, as almost all 3d items are made for vray :-|

thanks
jorgensen
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darkline
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Posts: 291
Joined: Wed Mar 07, 2012 11:56 pm

Will Hair and Fur ever work?

I'd love to be able to use max's built in instanced geometry to create the hair strands, and therefore save me gigabytes of VRAM. As of now I have to convert hair to geometry which will not load into VRAM as it's too big.
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
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profbetis
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darkline as a workaround, you can enable CPU Memory which will give you more VRAM to work with, at the expense of some performance.
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darkline
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Posts: 291
Joined: Wed Mar 07, 2012 11:56 pm

Thanks but I can't do this either....Meshing 1 million stands of hair produces over 23 million polys - which does not exceed my VRAM (about 5GB) but exceeds the current bug of max polys allowed in octane render, and so octane fails anyway.... Also it bogs 3dsmax down to unusable levels having this much meshed fur in the scene. Each file save is 1.5 GB and Im working on tons of shots with this character in.... Instancing is really the only holy grail to solving my problem.

Max is capable of it. You can use a single piece of geom which it will use and deform for all the hair strands. That would save time simply loading the scene into VRAM, faster viewport response, and my save file would be tiny!

The only way to have this character work in octane right now is Im having to project maps onto the geometry that I use for displacement. This is a fast workaround which uses far less VRAM - but it doesnt look half as realistic as real fur
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boris
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Posts: 148
Joined: Mon Jan 23, 2012 7:50 am

darkline wrote:Thanks but I can't do this either....Meshing 1 million stands of hair produces over 23 million polys - which does not exceed my VRAM (about 5GB) but exceeds the current bug of max polys allowed in octane render, and so octane fails anyway.... Also it bogs 3dsmax down to unusable levels having this much meshed fur in the scene. Each file save is 1.5 GB and Im working on tons of shots with this character in.... Instancing is really the only holy grail to solving my problem.

Max is capable of it. You can use a single piece of geom which it will use and deform for all the hair strands. That would save time simply loading the scene into VRAM, faster viewport response, and my save file would be tiny!

The only way to have this character work in octane right now is Im having to project maps onto the geometry that I use for displacement. This is a fast workaround which uses far less VRAM - but it doesnt look half as realistic.
as far I understand movable proxies: they do not work that way as you wish them to work. a movable proxy can be scaled (also non-uniformaly) , moved or rotated but as soon a deformation will alter the relation between the vertices that new information has to be stored somewhere. the memory consumtion of that information depends on the vertex count of the base object and can be huge of course. that's why motion blur for deformable meshes takes so long to get into your gpu's: because for every frame the proxy is unique for octane, as it has been deformed.
another example: a reference copy of an object with an additional modifier on top will be treated as a unique proxy because that modifiers information cannot be stored by octane right now, so octane just acts kind of brute force and adds a new proxy definition to the scene. the 3ds max file size keeps being low while gpu memory consumtion gets doubled for a slightly modified object.
correct me if i am wrong.
btw. I once used forest pro / octane for the (short) hair of a cow. looked great :)
i guess this doesn't help you solve your problem right now... sorry
Last edited by boris on Mon Sep 28, 2015 11:18 am, edited 2 times in total.
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darkline
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Joined: Wed Mar 07, 2012 11:56 pm

Hey Boris. I tried scattering a few instanced strands over the body with FPP, but it doesnt look good enough for close-up rendering. It doesnt clump together and flow like fur strands.

interesting about octane and instances, thanks for the info. :(

Annoyingly i can render this out as meshed fur in Octane 1x (just fits in my vram), but obviously it's lacking many features (like object motion blur), so I have to use V2 which has the poly limit and no support for hair and fur at the moment inside max.

not many options...I've really tried everything (except a different renderer lol). Displacement gets me 80% there for short hair.
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
boris
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Posts: 148
Joined: Mon Jan 23, 2012 7:50 am

darkline wrote:Hey Boris. I tried scattering a few instanced strands over the body with FPP, but it doesnt look good enough for close-up rendering. It doesnt clump together and flow like fur strands.
you can control direction with a color map in FPP. i didn't do that however.. and you have to be in uv mode when i remember correctly. but you are of course right. forest is not THE plugin for hair hehe.
here my cow. was for a birthday gift card. the gift itself was a huge amount of organic meat (half a cow) :) therefore the organic logo on the cow.
meat.jpg
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Goldisart
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when converting scenes Evermotion - all the materials of glass are converted from / off button fake shadow and Direct the AO render everything behind the glass black. Please think about how to rectify the situation.

but if the scene is big and there are many glass materials have all the materials to look for and enable the button fake shadow
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oguzbir
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Goldisart wrote:when converting scenes Evermotion - all the materials of glass are converted from / off button fake shadow and Direct the AO render everything behind the glass black. Please think about how to rectify the situation.

but if the scene is big and there are many glass materials have all the materials to look for and enable the button fake shadow
Hi Goldisart
Im afraid you'll loose hope if you need solution from the dev for this matter. Even if they answer they would possibly tell you that their mission is not creating a powerful material converter.

But good news is you can solve this via scripting
You can write a simplest script to search for all objects with specular materials in the scene and turn off or on the fake shadow.
I think this is the only and fastest way to deal with your problem. and if you can do it, it will work for all evermotion scenes with glass.
And when you do please do share and we can taste the fun in it :)

Best,
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