OctaneRender® for 3ds max® v3.0a10 - 3.2 [OBSOLETE]

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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.
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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 3.2 version
  • Fixed a bug with some nodes interconnections.
  • Fixed the lack of "Render elements" tab in render settings of 3ds Max 2017.
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.

Previous versions changelog (since major 3.0 release):

Code: Select all

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...

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 - 3.2

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.
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ThaRaven
Licensed Customer
Posts: 114
Joined: Fri Feb 20, 2015 1:17 pm

Having a strange bug here aswell.

when enabling fog in the Octane Daylight and Rendering with alpha (Seperate The Background), the entire Foreground becomes Transparent.

Foreground
https://www.dropbox.com/s/3cg3149a42lh0 ... d.tif?dl=0

Background
https://www.dropbox.com/s/50u2dj613wg1l ... t.tif?dl=0
Win 7 64 | Geforce GTX780 |Dual X5667 Xeon | 40GB | MAX 2016 |
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ThaRaven
Licensed Customer
Posts: 114
Joined: Fri Feb 20, 2015 1:17 pm

Encountered another bug.

Animations are not Rendering.
It starts Processing Geometry and then renders the first Frame. On frame 2 It says "Rendering" but the screen Stays Black. It will stay at this until you hit cancel.

Setup:
Simple Keyframed cube, Pathtracing 100 Samples. Output File "Tif"

tried this with several new scenes in Max 2016
Win 7 64 | Geforce GTX780 |Dual X5667 Xeon | 40GB | MAX 2016 |
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mykola1985
Licensed Customer
Posts: 197
Joined: Mon Sep 24, 2012 6:04 pm

the animation sequence is not rendering correctly... it stops (freezes) after the first frame has been rendered
i7 3770K, 12GB RAM, ASUS STRIX GTX 780 - 6GB OC Edition + ASUS GTX 780 Ti - 3GB, win 7 ultimate 64bit
rodrigotrovao
Licensed Customer
Posts: 133
Joined: Thu Mar 22, 2012 4:27 pm
Location: Brazil

when i use 3d max place highlight, when using octane square lights , it shows up inverted.

start 3d max
on top view create a sphere
on top view create an octane square light
turn on move on movable proxy in light properties
open octanes viewport preview
start max place highlight feature
(the light shows up inverted)

Thanks.
nikostap
Licensed Customer
Posts: 50
Joined: Thu Jun 27, 2013 6:06 pm
Location: Russian Federation, Sankt-Peterburg

Dont work render with particle flow. octane stops every second frame and not render next frame.
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JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Yes, I see the problem with sequence rendering. We are investigating it...
Thank you for reports!
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JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

rodrigotrovao wrote:when i use 3d max place highlight, when using octane square lights , it shows up inverted.
Good one, thanks for that.
I've just checked - looks like it's 3ds Max itself is screwing this up... Just an example. The normal of this light plane (in 3ds Max system) is (0, 0, 1) - that is positive along Z (in 3ds Max viewport it is marked by normal pointer line of the light planes). So during translation of the plane geometry its normal is properly translated to Octane coordinate system (as (0, 1, 0), that it positive along Y). And you can see that as green on a screenshot.
So, the normals of this light plane are correct both in 3ds Max geometry object and in Octane object and correspond to each other. But for some reason this 3ds Max' "place highlight" functionality does not respect the normal of this plane geometry and during "placing highlight" rotates it so that its normal looks into opposite direction... After using this function you can clearly see in 3ds Max viewport that the light plane geometry is moved such a way that its normal is looking opposite direction.
1.png
2.png
I could make a hack, reversing the Octane light plane's normal into opposite direction when generating its geometry, and it worked in a few tests I made... But I won't do this for two reasons:
- All existing scenes will become existing Octane plane lights inverted into opposite direction.
- Even after that there is no guarantee that in some circumstances 3ds Max will not screw up this anyway. Because plane actually is symmetrical, I suppose it may depend from the weather on the moon how 3ds Max' "place highlight" will rotate it in different circumstances...
HHbomb
Licensed Customer
Posts: 1371
Joined: Wed Jun 30, 2010 8:45 pm
Contact:

Hi,
I have a strange rendering bug in 3.2. If I remake the faces it works for a time then problem is back.


EDIT : ooookey, I have very bad UVs on the walls. But render fine in 2.13 not in 3.2, and no maps on the walls... just color.

works now in 3.2 with new uv map, but still very strange....
Attachments
pb1.jpg
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

HHbomb wrote:Hi,
I have a strange rendering bug in 3.2. If I remake the faces it works for a time then problem is back.


EDIT : ooookey, I have very bad UVs on the walls. But render fine in 2.13 not in 3.2, and no maps on the walls... just color.

works now in 3.2 with new uv map, but still very strange....
Could you give me this scene, the first variant with "very bad UVs"?.. I can check why it is different in 2.13 and 3.2...
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