
Octane 3 for 3ds max
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- pepasystem
- Posts: 49
- Joined: Mon Jun 24, 2013 6:03 pm
Prolly fake release 

780TI, 980, i74770k, 32GB
I'm also not updating until decent material conversion can be done out of the box for the migration. At the moment im keeping eyes open to another GPU solution. Arion³ is in the works. I may even may evaluate Corona Render althought CPU based and if development goes on even Maxwell Render will get GPU support soon as it seems. Even Unreal Engine 4 will be an option for some of my clients.
Old clients and their scenes will then be catered with Octane Render 2.23.2 -1.9 and Karbas last working version. New clients will get renders with the new pipeline.
Old clients and their scenes will then be catered with Octane Render 2.23.2 -1.9 and Karbas last working version. New clients will get renders with the new pipeline.
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Documentation and change log is coming shortly. Please remember this is still alpha.
Goldorak, can you please share a roadmap for the max plugin?Goldorak wrote:Documentation and change log is coming shortly. Please remember this is still alpha.
RobSteady wrote:What is the concrete roadmap for this plugin?
How long do we have to wait for a production ready, stable version 3?
The first Alpha release had no info at all for features/fixes and was obviously just thrown at us to meet promised deadlines...
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
Roadmap will be coming with the changelog in the next release.RobSteady wrote:Goldorak, can you please share a roadmap for the max plugin?Goldorak wrote:Documentation and change log is coming shortly. Please remember this is still alpha.RobSteady wrote:What is the concrete roadmap for this plugin?
How long do we have to wait for a production ready, stable version 3?
The first Alpha release had no info at all for features/fixes and was obviously just thrown at us to meet promised deadlines...
I am having fun with the Alpha so far, digging into the volumetric fogGoldorak wrote:Documentation and change log is coming shortly. Please remember this is still alpha.
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
Points of note:
The documentation website is being overhauled, with more content and better navigation. This will go live inline with the release of v3.
Regarding plugin feature requests: A roadmap for the MAX plugin will be provided in the changelog of the next release. This should better communicate the short and long term direction for v3 plugin development. Also, work on v2 is still active - as of right now, any work on v2 emphasizes stability and bug fixes over feature additions (priority for adding new features is naturally with v3). Octane v2 will continue to receive support for bug fixes, feasible feature additions based on popular demand and available resources, as well as ensuring complete forward compatibility for older scenes to be used in v3.
Bear in mind that not all features being requested for the plugin fall within the scope of plugin development - they are dependent on the standalone. Missing features and bugs can only be acknowledged as such upon confirmation that the same feature works fine in the standalone. There are cases where it can be difficult classify an issue as plugin or standalone focused - admittedly, this could be made easier on our end with improved documentation communicating these insights more effectively. As stated above, this is being rectified.
The documentation website is being overhauled, with more content and better navigation. This will go live inline with the release of v3.
Regarding plugin feature requests: A roadmap for the MAX plugin will be provided in the changelog of the next release. This should better communicate the short and long term direction for v3 plugin development. Also, work on v2 is still active - as of right now, any work on v2 emphasizes stability and bug fixes over feature additions (priority for adding new features is naturally with v3). Octane v2 will continue to receive support for bug fixes, feasible feature additions based on popular demand and available resources, as well as ensuring complete forward compatibility for older scenes to be used in v3.
Bear in mind that not all features being requested for the plugin fall within the scope of plugin development - they are dependent on the standalone. Missing features and bugs can only be acknowledged as such upon confirmation that the same feature works fine in the standalone. There are cases where it can be difficult classify an issue as plugin or standalone focused - admittedly, this could be made easier on our end with improved documentation communicating these insights more effectively. As stated above, this is being rectified.
mbetke wrote:I'm also not updating until decent material conversion can be done out of the box for the migration. At the moment im keeping eyes open to another GPU solution. Arion³ is in the works. I may even may evaluate Corona Render althought CPU based and if development goes on even Maxwell Render will get GPU support soon as it seems. Even Unreal Engine 4 will be an option for some of my clients.
Old clients and their scenes will then be catered with Octane Render 2.23.2 -1.9 and Karbas last working version. New clients will get renders with the new pipeline.
i agree this is the version we use now 2.23.2 -1.9
new versions crash because of mix material from previous version and i have to do some kind of 2 stage conversion to make my old scenes work with newer octane like i have so much time and convert all these scenes with thousands of maps. As a paying customer i should get seamless transition to a newer version
Hi GoldorakGoldorak wrote:We are working on getting more resources on Max development, just as we recently did with Maya.ttaberna wrote:It's been a lot of time since I don't post in here, and only am doing to point a couple of things out.
I am totally with Oguzbir here.
We don't need more live stuff and I couldn't care less about mac users and the apple gpu aproach.
Our studio needs more robust features in the max plugin to rely on. as oguzbir said. A better more deep integration with max's materials and maps architecture too. A real LWF that actually works. a better more controllable exporter to octane standalone.
Stop the unnecesary feature development. ORC is nice but not update price nice.
I miss the freshness that octane brought to the table 6 years ago.
Can you clarify 'more resource', please.
I've asked how the additional support for maya is working on other threads.
I'm sure I'm mistaken, but from the outside, it looks like the Jim moved from Maya/Max and Blender to Max and Blender and we have a replacement for Maya. Doesn't appear to be any 'additional' support, but like I say, I'm sure I'm wrong.
Can you let us know how the additional support is working. Thanks.