OctaneRender® for 3ds max® v2.24.2 - 2.14 [OBSOLETE]

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Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
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JimStar
OctaneRender Team
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Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Changes of the 2.14 version
  • A couple of fixes in VRay converter.
  • Improved gamma processing, to allow a proper linear workflow. Don't set Octane's "tonemapped" checkboxes if you have 3ds Max gamma enabled.
Previous versions changelog (since major 2.0 release):

Code: Select all

Changes of the 2.13 version
- Fixed one more issue with Octane viewport motion blur autorefresh.

Changes of the 2.12 version
- Improved Octane viewport alpha channel behaviour. Now it respects "Keep environment" setting.
- Minor fixes and improvements...

Changes of the 2.11 version
- Implemented the animation of background for Octane viewport.
- Made the changes to Octane API to improve the material DB dialog user experience for the plugins: the material DB dialog is now asynchronous (you can import a couple of materials in sequence), and retains its full UI state between openings.
- Added "Perspective correction" to camera settings.
- Fixed the motion-blur refresh behaviour in Octane viewport in some special cases.
- A couple of minor fixes and improvements...

Quick-fix release.. Changes of the 2.10 version
- Implemented multi-material support for Forest Pack geometry objects.

Changes of the 2.9 version
- New 2.24.2 engine.
- Fixed crash in some cases of using "pick" in Octane viewport.
- Fixed camera "target focusing" mode.
- Fixed "Lock camera" behavior in the case currently locked view was maximized.
- Fixed Forest Pack objects rendering issue where the material assigned to Forest Pack "Custom object" was used instead of one assigned to Forest Pack geometry.
- Octane viewport is now refreshed automatically if motion blur parameters change in render settings.
- Implemented the hack to clean up the GPU memory every time after rendering is finished.
- Minor fixes and improvements...

Changes of the 2.8 version
- Fixed bug: Octane viewport closed after render settings dialog closed.
- Fixed and improved the lock-resolution functionality of Octane viewport.
- Improved Octane's nodes displaying in "shaded" and "realistic" viewport modes. Implemented the support of all other texture nodes in addition to image textures (including Mix Texture) in "shaded" and "realistic" modes.
- Minor fixes and improvements...

Changes of the 2.7 version
- Fixed bug: crash when closing the scene during Octane live-session active.
- Fixed bug: live-session refresh stop after drag&drop of the material or texture.
- Fixed bug: render elements regression, rendered black in final render mode.
- Fixed bug: IFL support regression.
- Implemented the full support of IFL format, including comments and frames-count numbers for each file. Now you can use the full format like this:
        ; Anything after a semicolon is a comment, and is ignored.
        sand.jpg 20
        pebble.png
        stone.tif 40	
        boulder.tif 25
- Minor fixes and improvements...

Changes of the 2.6 version
- Implemented the native 3ds Max BitmapTex support as the alternative input for Octane Image textures. You can use the Viewport Canvas now to draw "on the fly" on the Octane textures.
- Minor fixes and improvements...

Changes of the 2.5 version
- Fixed the GPU setup dialog issues.
- Fixed the bug: current batch render view animation rendering did not stop completely after cancelling.

Changes of the 2.4 version
- Fixed the minor bug: the newly implemented textures previews did not refresh in material editor in some cases.

Changes of the 2.3 version
- Added "Export Octane material" button to Octane materials properties rollout in material editor. So, now you can export some specific material, even just some subtree of full material's setup.
- Added "Enable texture" parameter to Octane sun.
- Added "Enable displacement" parameter to Octane render settings.
- Implemented Octane textures previews in material editor. You need to refresh the previews cache in material editor to get existing "black squares" disappear.
- Implemented the support of 3ds Max orthographic views. Important thing to notice: Octane camera can be thought as some "physical thing" that always has the position. The ortho-views' "cameras" in 3ds Max are just like "infinite frustrums" and always return (0, 0, 0) as "camera" position. So, if such a "camera" (after becoming Octane ortho camera) appears to be right in the center of the scene (or even worse in the center of some object) - you might see some objects "clipped". To avoid this please use the new "Ortho view shift" parameter in Octane's general camera settings. This parameter shifts the ortho-view camera position (along the view direction) away from the Max's (0, 0, 0) position to the needed distance. You can set this parameter to always have Octane's ortho-view cameras positions outside of the whole scene. Don't set this value toooo big "just in case" - as this may cause precision errors.
- Implemented support of orthographic mode for Octane camera nodes. See new "Orthographic" checkbox in Octane camera rollout.
- Fixed Octane's native "Focal depth" parameter not working for Octane camera nodes.
- Minor fixes and improvements...

Changes of the 2.2 version
- Minor fixes and improvements... No new features, working on making this branch stable...

Changes of the 2.1 version
- Fixed the bug: the assignment to the complex Octane node parameters from MaxScript did not work. Now you can use MaxScript constructions like [code]sceneMaterials.Some____Glossy_material.diffuse_tex = RGBSpectrum_Texture()
- Fixed the render-settings dialog spinners bug.
- Fixed the issue when some materials did not load from LiveDB.
- Made the Octane image textures' filepath buttons to have the standard assets menu.
- Minor fixes and improvements...

Changes of the 2.0 version
- Implemented the MaxScript support for Octane render settings. Big refactoring has been made to achieve this (together with refactoring described in bullet #4), the Octane scene data format has been changed significantly enough to not be able to have the old scenes converted "on the fly". So the scenes made in previous Octane plugin versions will be incompatible with plugin versions starting from this major 2.0 version. Don't switch the current critical projects to this version.
- Any changes of Octane parameters from inside MaxScript are instantly reflected in UI of rendersettings dialog (if opened).
- Changed the "filename" parameter type of Octane nodes: now it has the same standard "filepath" type as the same parameters in other 3ds Max native nodes and can be easily accessed from MaxScript.
- Fully refactored the Octane nodes' parameter ID generation algorithm: the new algorithm allows to easily extend Octane nodes inside 3ds Max by additional plugin-specific parameters in future. Thanks to this change the next feature is already implemented:
- Added the camera mapping support to Octane image textures. See the new "Camera mapped" checkbox in Octane image textures properties.
- Octane GPU config now can be stored with scene and accessed from MaxScript.
- Minor fixes of Octane viewport.
- "Elements Active" checkbox in render-elements settings is now respected by Octane.
- Fixed one more Octane proxy preview scaling issue: in the case the scene unit scale was adopted from loaded file having proxies in it.
- Other fixes and improvements...
[/code]


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THIS MAJOR VERSION'S SCENE FORMAT IS NOT COMPATIBLE WITH PRE-2.0 PLUGIN VERSIONS! DON'T SWITCH THE CURRENT CRITICAL PROJECTS TO THIS AND LATER RELEASES!!!
Read the changelog of this 2.X branch and discussions in previous threads of 2.X versions.
You can use the materials export/import to/from LocalDB to transfer the materials between 1.X branch versions and current versions.

OctaneRender for 3ds Max 2.24.2 - 2.14 (13.3MB autoinstaller file)
OctaneRender for 3ds Max 2.24.2 - 2.14 DEMO (12.5MB autoinstaller file)

For network slave and daemon please download standalone installer here:
viewtopic.php?f=24&t=50498


Please, if you decided to report a bug:

- Give a meaningful description about what you think is wrong and how to reproduce it (in addition to screenshots if any). I can't solve the "one screenshot" rebuses without any meaningful description...
- If you use Google-translator to post here - check please what you got before posting it, and edit it before posting. Ask your friends to check it if you don't speak English. These threads have got overfilled by Google-translator balderdash that is impossible to understand.
- Don't post here the reports about how Octane engine works - use the Octane Standalone forum sections for that.
- If you like to discuss something about the plugin - create a separate thread, don't flood in these testing threads please.

Any meaningless or rebus-like "reports" here will be deleted, just to keep the testing threads clean - because these threads are directly used as the source for fixing and improving the plugin.
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Elvissuperstar007
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Hello, today i had trouble with framebuffer in 3ds max. I had it second time to be accurate. after render was done, there was no opportunity to save result, the panels dissapear in the frame buffer, and i couldnt focus on them. 9hrs of render has gone thx.
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oguzbir
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Hi Jim,

Thanks for the update.
I know It's has been mentioned multiple times.
HDR Live Studio plugin for max. Does not work interactively, as it did work in previous releases.

I think the problem is about file in & out feature.
- Setup the scene with an Environment Texture map applied to environment.
- Apply a standard HDRI as Rgb image... or even an empty RGB Image Tex.
- Open up hdr live studio 5 connection. Which will check the scene if it's ok. Start the connection.
- The live studip app will open but will not update in octane viewport.

When this worked in early octane releases
If I tried to cretate an empty RGB Image Tex. in Environment Texture. After loading up the Hdr light studio the system used to automaticly assign a temporary HDR file to the texture slot. Now it doesnt work.

Please solve this
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merid888

thank you for new versión octanerender team
i'll test son
regards
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JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

oguzbir
It's not a plugin's issue. The HDR light studio does not not support the new Octane properties.
They already asked me some questions about how to do this, so it looks like they will fix it in next versions...
matttrebor
Licensed Customer
Posts: 38
Joined: Fri May 03, 2013 10:07 am

I just updated the last release of HDR light studio (2015.1102), the connection with 3sdmax 2016 is working now.
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oguzbir
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JimStar wrote:oguzbir
It's not a plugin's issue. The HDR light studio does not not support the new Octane properties.
They already asked me some questions about how to do this, so it looks like they will fix it in next versions...
Thank you for the quick answer.

& thank you too matttrebor. Will update it immediately.
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Gestaltdesign
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Fantastic news matttrebor! I tip my hat to you guys at Lightmap, always on the ball.....top product and top service!
dawe
Licensed Customer
Posts: 178
Joined: Sun Nov 27, 2011 11:28 pm

dawe
I've checked it. This is a bug in 3ds Max API.
No "fixes" are needed from the plugin's side here - 'cause as soon as it is fixed in 3ds Max SDK it will start working OK in the plugin. This is most likely the reason Karba ignored this when it was asked a long time ago...
Now this is realy frustrating cus we all know the responsiveness of 3dsmax developers team is second to rigor mortis...
And onestly; to not even respond to a malfunction, bug or not, cus you don't think it's on your side, is just rude. and not the way you treat beta testers, who first pay, then spend time (money) and intellect to make your software better. Just saying, I know it's not you personal.
So, is it our thing, as customers, to ask Autodesk to get their API in order? I don't think it's a good idea; I don't even know what a API is...

Thats my two cents on this.

Daniel
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JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

dawe
A few days ago I already found a way to workaround this Max API bug from the plugin's side... At least it works on my scenes when I play with it.
Perhaps will release it today if I will have time for that, so you will be able to check it out...
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