OctaneRender® for 3ds max® v3.0a10 - 3.3 [OBSOLETE]

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JimStar
OctaneRender Team
Posts: 3816
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 3.3 version
  • Implemented Standart Blend material conversion.
  • Fixed animation rendering bug.
  • Uninstaller now leaves tbb.dll in place.
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 3.2 version
- Fixed a bug with some nodes interconnections.
- Fixed the lack of "Render elements" tab in render settings of 3ds Max 2017.

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 - 3.3

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.
solomon
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Posts: 343
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Location: USA
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thanks :)
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
rodrigotrovao
Licensed Customer
Posts: 133
Joined: Thu Mar 22, 2012 4:27 pm
Location: Brazil

Thanks for your reply Jimstar. Dont you think it would help, an option to solve stuff like these, as this mentalray feature?
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JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

rodrigotrovao wrote:Thanks for your reply Jimstar. Dont you think it would help, an option to solve stuff like these, as this mentalray feature?
I thought about it before this release as one of possible solutions... It's not hard to do technically, but it is not a correct way ideologically. Because it would be an ugly hack actually, an additional Octane's excess "feature" the only purpose of which would be sometimes correcting the wrong behaviour caused by 3ds Max bug. This is a wrong way to "fix" bugs - the plugin's settings and objects properties eventually will be full of different "hack" checkboxes and fields to "fix" the 3ds Max bugs. We already have a "hack" checkbox as a reason of 3ds Max' weak gamma settings...
This must be fixed in 3ds Max "place highlight" functionality code, not become a hack in every third party plugin's code. It is an obvious bug: the normal of the plane geometry is not taken into account at all or just screwed up when the plane is moved by 3ds Max. If you really need this 3ds Max' functionality - the proper way would be to report this bug to 3ds Max support...
HHbomb
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Hi, Jim here is the object I have a problem with in 3.xx

Thanks a lot for blend node !!!!!! :-)
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YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
rodrigotrovao
Licensed Customer
Posts: 133
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Location: Brazil

Ok JimStar, understood! Thanks for your support anyway.
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JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

HHbomb wrote:Hi, Jim here is the object I have a problem with in 3.xx
Thank you!
I was able to reproduce it in standalone 3.X after export, renders OK in standalone 2.X. Looks like Octane core related issue. The standalone team is looking into it...
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cmatias
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Hi. I've been trying this release on a setup with a 980ti and a 780ti.
Strangely, Octane renderer for 3dsmax (2016) doesn't use the 980ti for rendering...
The same setup works perfectly with Octane 2.xx for 3ds max.
Regards.
Carlos.
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JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

cmatias wrote:Hi. I've been trying this release on a setup with a 980ti and a 780ti.
Strangely, Octane renderer for 3dsmax (2016) doesn't use the 980ti for rendering...
The same setup works perfectly with Octane 2.xx for 3ds max.
Could you please describe a little more?.. Does 980 not show up in Octane plugin GPU settings?.. Or shows up, is chosen, but does not show the load when rendering?..
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cmatias
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Joined: Fri Dec 28, 2012 8:52 am
Location: France
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JimStar wrote:
cmatias wrote:Hi. I've been trying this release on a setup with a 980ti and a 780ti.
Strangely, Octane renderer for 3dsmax (2016) doesn't use the 980ti for rendering...
The same setup works perfectly with Octane 2.xx for 3ds max.
Could you please describe a little more?.. Does 980 not show up in Octane plugin GPU settings?.. Or shows up, is chosen, but does not show the load when rendering?..
Hi.
I'm sorry not being clear enough at first sight.
I was trying Octane 3ds max® v3.0a10 - 3.3 [ALPHA] a couple of hours ago because the Medium slot on the OctaneDayLight is something I would like to use in an actual project I'm working on.
So, I loaded a 3dsmax scene I was working on with Octane 2.xx, and I've been trying to render this scene with Octane 3ds max® v3.0a10 - 3.3 [ALPHA].

Both Nvidia Cards were listed on the Devices panel, and I tryed to disable / enable both cards and applying low or normal priority with the same result : Only the 780ti was "working" (I used to check the GPUs activity with MSI Backburner, and the 980ti card CPU usage was near to 0%).

Then, I switched back to Octane 2.xx... reinstalling OctaneRender_for_3ds_Max_2.25_-_2.21.exe.

Now, to answer your questions, I thought it could be a good idea to reinstall the v3.0a10 - 3.3 octane plugin and make some screen captures.... but..
Both cards are now working !
I can't reproduce the issue I was facing before.

Nevertheless, there's something strange I noticed : When I first start a render after a fresh install of the v3.0a10 - 3.3 plugin in 3ds max, clicking on "open OctaneRender Viewport" , that first render takes 20 to 30seconds to show up the octane Viewport, and while the Octane Renderer is "loading" the scene, the memory usage on my computer (motherboard RAM) is completely filled up by 3ds Max (32Go Ram).
After the viewport is loaded and the rendering starts, the motherboard memory usage goes back to "normal" level.

I'm sorry not being able to give more answers ... but let me know if there's something you would like me to try.

By the way, I'm a huge fan of Octane and I use it for professional productions and for personal projects (like http://sasfepu.fr), and I really enjoy using it every day.
I wish you the best for this new release !
Regards.
Carlos Matias
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