OctaneRender® for 3ds max® v3.0a10 - 3.1 [OBSOLETE]

Sub forum for plugin releases
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.
Locked
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Plugin's version string consists of two parts - version of Octane core integrated into this version of plugin, and the version of the plugin itself.
Format: v<Octane engine version> - <plugin version>

This is the alpha release, so any issues are expected. Please report the bugs here. For feature requests and other conversations - please use other threads or create a new ones...

Currently the only work on implementing a support of new features that still popping up in all the new 3.X rendering engine releases and bugfixing of already implemented ones will be going on for this plugin. If I will have time in between of this and the other urgent projects I work on - I will be adding some new features of the plugin itself...

Changes of the 3.1 version
  • New 3.0 alpha 10 engine.
  • Implemented a support of 3ds Max 2017.
  • Implemented an opportunity to set up custom channel-IDs of VDB file in Octane OpenVDB object. Leave them empty to use defaults.
  • Implemented "3ds Max gamma hack" checkbox feature to workaround the lack of separate gamma setup for render viewport in 3ds Max. Usable only if you need to use camera curves applied on Octane level. Don't use it for linear workflow.
  • Added "Minimum" and "Size" fields to baking camera properties.
  • Implemented the opportunity to use F-Stop in camera instead of Aperture.
  • Improved auto file naming for deep image saved after final render is finished.
  • Fixed transform bug in image textures.
  • Fixed bug: wrong medium "invert absorption" value after conversion.
  • Fixed bug: ortho views rendered incorrectly in final render mode.
  • A couple of minor fixes and improvements...
If you need, see the changelog of 3.0 alpha 10 rendering engine here:
viewtopic.php?f=33&t=53732

You can read about new features of OctaneRender™ 3.00 here:
viewtopic.php?f=33&t=51679
These features are supposed to work in the plugin starting with first alpha version. If something does not for you - you can report it here.


DOWNLOAD
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 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.

Or the 2-stage converter.


OctaneRender for 3ds Max 3.0a10 - 3.1

For network slave and daemon please download standalone installer here:
viewtopic.php?f=33&t=53732


Please, if you decided to post here:

- Please only report a bugs here. For feature requests and other conversations - please use other threads or create a new ones.
- 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 rendering 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.
- If you see your post silently deleted from here - you have violated some of above TEST-versions threads rules. These threads need to be kept clean - because they are directly used as the source for fixing and improving the plugin.
nikostap
Licensed Customer
Posts: 50
Joined: Thu Jun 27, 2013 6:06 pm
Location: Russian Federation, Sankt-Peterburg

Implemented an opportunity to set up custom channel-IDs of VDB file in Octane OpenVDB object. Leave them empty to use defaults.
Thanks for that) im going to test)
wastzzz
Licensed Customer
Posts: 149
Joined: Mon Oct 15, 2012 7:04 pm

scatter.jpg
hello, thanks.
why the scatter medium is not avaiable for the texture enviroinment node?
HHbomb
Licensed Customer
Posts: 1371
Joined: Wed Jun 30, 2010 8:45 pm
Contact:

just put your scatter in medium slot of the sun.
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
HHbomb
Licensed Customer
Posts: 1371
Joined: Wed Jun 30, 2010 8:45 pm
Contact:

Mapping is working, but is not correct in the viewport (box mapping with 3d transform)
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
kevinshane
Licensed Customer
Posts: 190
Joined: Sat Apr 10, 2010 5:49 pm
Location: China
Contact:

deep channel is working, however when you using the 3ds max native frame buffer to rendering an image, it broke the alpha like a mess! so does the deep image! but in realtime viewport the alpha is woking good!
alphabroke.jpg
also could u please add deep output to realtime viewport, currently it has to be saved by using 3ds max frame buffer.. maybe a simple button would be way more better~~ thanks
MSI GT70 laptop i7-3610QM+32G+GTX680M 4G

Octane Arch/Interior Viz Tutorials
http://www.kshane.com
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

kevinshane wrote:deep channel is working, however when you using the 3ds max native frame buffer to rendering an image, it broke the alpha like a mess! so does the deep image! but in realtime viewport the alpha is woking good!
alphabroke.jpg
Could you give me this scene, so I can look at your settings in there?
kevinshane wrote:also could u please add deep output to realtime viewport, currently it has to be saved by using 3ds max frame buffer.. maybe a simple button would be way more better~~ thanks
Deep image is not supposed to be held neither in 3ds Max frame buffer nor in Octane viewport. It's format is not compatible with them. It is only saved as a complex .exr file into output folder after the rendering of a frame is done.
So, it's some strange on your screenshot. I've never seen this in my test scenes...
kevinshane
Licensed Customer
Posts: 190
Joined: Sat Apr 10, 2010 5:49 pm
Location: China
Contact:

Hi Jim, never mind, I've found the problem of causing this alpha mess, it's because of the 3ds max 2017
I've re-open using 2015 and everything is working fine now except for 3ds max2017, if u shift+Q in 2017 it will get mess alpha, I think it's max bug~
anyway here is the test scene, please try with max2017 and render using max frame buffer, u will get that broken result
teapot_alpha.rar
(39.58 KiB) Downloaded 258 times
btw, could u please add a "save all pass" button to realtime viewport? currently it's very tedious cuz u have to port to max frame buffer and then pop up a lots of pass,and u have to save it one by one(and rename it by hand)..did I do something wrong or we are missing a "save all pass" button here?
MSI GT70 laptop i7-3610QM+32G+GTX680M 4G

Octane Arch/Interior Viz Tutorials
http://www.kshane.com
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

I can't reproduce it with your scene in Max 2017 - neither with "Shift+Q" nor with using a "Render" button...
1.png
But there is definitely something wrong with 3ds Max 2017 itself (how it uses the GPUs) - 'cause with it running my SnagIt screenshots-tool lags like a crazy, it's almost not possible to use it. There is no such problem with previous 3ds Max versions.
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Next version HERE.
Locked

Return to “Releases”