OctaneRender® for 3ds max® v3.03.4 - 4.19 [OBSOLETE]

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neonZorglub
OctaneRender Team
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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 test release with new features implemented, so some issues are expected. Please report the bugs in the "Bug reports" section.

Sorry for the inconvenience, conversion is not yet fully working:
Known issues: some node types are not converted as expected, eg Gradient Texture, when internal properties have been replaced..

Changes of the 4.19 version
  • Loading of 2.23.2 - 1.9 and older scenes with material conversion almost fully supported.
  • Added conversion dialog in 'Tools' tab. See tooltips for more details.
-- Mini guide to this new integrated conversion system: --
Purpose: Load max scenes containing octane objects and materials created with octane plugin version 2.23.2 - 1.9 and earlier.
-Conversion system need to be activated first. 3dsMax need to be restarted for this activation / desactivation to take effect.
-The 'Activate' check box let you select the activation status; a message 'Change will take effect on max restart' is shown as needed.
-On the left of this check box, the current activation status is displayed.
-Note: this 'activation' may use a little bit more memory for the converted scenes. Once saved, and reloaded, this should come back to normal.
It is recommmended to keep the system deactivated when no conversion is needed.
-Minor changes in render result are to be expected, mostly due to evolution of Octane renderer itself, and maybe in incomplete old parameter conversion (that would be issues to be fixed).
-A good way to check if the conversion is fully correct is to export the scene from the 1.9 plugin as orbx and visualy compare the result between the standalone and the 4.18 plugin.

-The 'Current Scene' box has some information that can be useful to check old/new scenes, with the number of Octane 'items' (eg, an octane diffuse material), and total 'parameters' (eg Roughness, Bump, etc..) that have been loaded / converted / recognized..

Previous versions changelog (since major 4.0 plugin release):

Code: Select all


Changes of the 4.18 version
-Loading of 2.23.2 - 1.9 and older scenes with material conversion support added. This should remove the need to use the external material converter !
  (This is a Test version! : Known issues: gamma and ToneMaping are incorrect, memory usage will increase
  -> don't overwrite you old scenes yet!)
-Fixed crash when using Reaction Manager with octane materials.


Changes of the 4.17 version
-New 3.03.4 rendering core.
-Fixed Black screen rendered when using Free Camera.
-Always enabled button to logout in Account tab.
-Added statistics in render window (object, face, light count).
-Changed CPU memory usage stat in Viewport to show used/maxi of 'out of core' reserved memory, instead of total estimate usage.
-bugs and memory leaks fixes.
	
Changes of the 4.16 version
-New 3.03.3 rendering core. Volumes export must work stable now, plus there are some other fixes in this new rendering core version...
-Added new "visible..." attributes for visible environment mode of daylight object.

Changes of the 4.15 version
- Implemented an export of volume objects. Known issue: currently export process might crash on some specific volume shapes. This is Octane core issue, must be fixed with next SDK version...
- Minor fixes and improvements...

Changes of the 4.14 version
- Improved render-elements windows positioning when exporting from interactive session.
- Fixed fluctuating bug: camera exposure got changed in some special cases after opening the saved scene (e.g. if FStop was not 2.8).
- Minor fixes and improvements...

Changes of the 4.13 version
- Added VDB import units type field to Octane VDB object.

Changes of the 4.12 version
- Unlocked the plugin's feature I've implemented a long time ago, responsible for loading the vertex velocities channel data into Octane rendering core if a velocity channel is present in an object of interest and if this channel is filled with a correct data by this object. This will not work for any 3ds Max (or thirdparty plugins) objects that do not have velocity channel exposed or fill it with faulty data (I've not seen the ones that do it correctly so far, perhaps you will find some). You can now find "Velocity channel ID" field in "Octane properties" of objects. Loading of velocity channel data into the Octane rendering core is disabled if this field has value less than "2" ('cause channel "0" is always "vertex colors" and channel "1" is a first UV channel).
- Fixed a bug: Octane OpenVDB object crashed if a chosen VDB file path did not exist.
- Minor fixes and improvements...

Changes of the 4.11 version
- Implemented the width/height settings for textures' viewport preview buffer.
- Now when "Render Map" is used for Octane textures the result has the desired resolution chosen in the "Render Map" dialog.
- Textures preview is now refreshed in 3ds Max viewport after changes are made.
- Implemented a translation of "crop/placement" parameters for native bitmap textures in materials converter.
- Implemented a translation of image sequence parameters for native bitmap textures in materials converter.
- Fixed region rendering bug in final render mode.
- Fixed the fluctuating bug: sometimes the interactive rendering got endlessly refreshed if turbosmooth modifier had been applied.
- Minor fixes and improvements...

Changes of the 4.10 version
- Fixed image textures camera mapping for movable proxy objects.
- Materials converter now retains viewport-active texture.
- Minor fixes and improvements...

Changes of the 4.9 version
- New 3.03.2 rendering core.
- Implemented the targeted/untargeted modes for Octane camera (e.g. usable for perspective match tool).
- Now you can set the quality for materials/textures previews (new "Mat. preview spp" field in Octane render settings).
- Minor fixes and improvements...

Changes of the 4.8 version
- New 3.03.1 rendering core.
- Far clip is now supported by camera.
- Minor fixes and improvements...

Changes of the 4.7 version
- Implemented the workaround to make the "Place highlight" functionality work. Use the new "Flip" attribute in Octane light object. It is a good practice to have this checkbox enabled in any new Octane light you create. It only needs to be disabled by default to not get all the lights flipped in your old scenes.
- Fixed a bug: artifacts sometimes when 3ds Max native textures were used as Octane image textures input.

Changes of the 4.6 version
- Improved the new "Save image" functionality of Octane interactive viewport. Now the render elements are given names and saved automatically.
- Improved the IES distribution visualization feature: now some melformed IES files are understood by the plugin.
- Minor fixes and improvements...

Changes of the 4.5 version
- Implemented a direct saving of current content of Octane viewport into image. See a new "Save image" button in a toolbar.
- Fixed one more issue of distribution visualization of some specific IES files for some specific locales.
- Minor fixes and improvements...

Changes of the 4.4 version
- PhoenixFD simulator object without OctaneVolume modifier applied is now considered a mesh by Octane. This is usable if you tend to enable "Show mesh" in it and render it as a mesh, not as a volume.
- Fixed IES distribution visualisation bug appeared for some specific locales.
- Minor fixes and improvements...

Changes of the 4.3 version
- Implemented new kind of Environment - "Visible environment". The existing Octane DayLight object ideology is changed. Now you can use up to two of those objects in a scene - one for main environment and one for visible environment (the new "Kind" attribute). And now you can set either of those to either "Daylight" or "Texture" environment type (the new "Type" attribute). In this case, if the main environment node is set to "Texture" type - it will replace the Octane environment map set in 3ds Max standard settings (if any).
- Added error logging to IES visualisation functionality. If you have issues with displaying IES distribution in 3ds Max viewport - attach please the Octane error log to the bugreport.
- Minor fixes and improvements...

Changes of the 4.2 version
- Fixed image textures bug.
- Minor fixes and improvements...

Changes of the 4.1 version
- Implemented the PhoenixFD simulator support. You need to apply the new "OctaneVolume" modifier on top of simulator object to have access to additional Octane-specific settings. Mapping of PhoenixFD channels to Octane: temperature -> emission, smoke -> apsorption -> scatter, and velocity -> velocity.
- Implemented a feeding of Octane image textures by non-Octane textures input. Now not only BitmapTex can be connected to "bitmap" attribute of Octane image textures. In this case the new "Bake input scale" and "Bake input resolution" attributes of Octane image texture must be tuned accordingly. But I still advise you to not abuse this approach too much, and still use the old efficient way: manually baking the texture to the file and use this file in created Octane image node. Because in the latter case you will do this manual baking only once - when you are creating the texture. But when you use this "on the fly" texture baking approach - the plugin will render (using standard 3ds Max CPU-calculated nodes) and bake every such texture every time during scene translation. So, if you have quite a few of such textures with high baking-resolution set - it will significantly increase the scene translation time. My measures for just one 3ds Max "Marble texture" show about 67ms rendering and baking it into 512x512 image buffer, and about 1500ms to do the same into 4092x4092 image buffer. Multiply this by amount of your non-Octane textures in the Octane scene - and you will get the overall slowdown time of every translation stage (the CPU-stage before Octane even starts to render on GPU).
- Minor fixes and improvements...

Changes of the 4.0 version
- Implemented the support of "Time" settings of standard BitmapTex when it is connected to any of Octane image textures. "Sync Frames to Particle Age" currently is not supported - this needs the support on Octane rendering core level.
- Implemented advanced file sequence settings for Octane image textures and volume object. The "digits number" setting only makes sense when direct file sequence is used (not an IFL file). The "end condition" makes sense only when IFL file is used. The "start frame" and "playback rate" are used in both modes.
- Textures preview now respects the timeline position when generated.
- Implemented the distribution visualisation for Octane IES lights having target. See the new "IES distribution visualisation" section in Octane settings.
- Minor fixes and improvements...

You can read about new features of OctaneRender™ 3.0 here:
viewtopic.php?f=33&t=51679


DOWNLOAD


OctaneRender for 3ds Max 3.03.3 - 4.19

DEMO version:
OctaneRender for 3ds Max 3.03.3 - 4.19 DEMO

If you need to see the changelog of current rendering core, or download standalone installer to get network slave and daemon please find it here:
viewtopic.php?f=24&t=55733
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oguzbir
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Thank you for this release.
Sounds like a solid conversion process.

How about the gamma and tonemapper issues you've hinted in previous release. Is everything back to normal now?
And another big thanks letting the users post here back again.
Cheers,
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neonZorglub
OctaneRender Team
Posts: 1008
Joined: Sun Jul 31, 2016 10:08 pm

You're welcome !
-tonemapping was not a real issue; had bad lightning on a test scene because the 'proxy' object flag was not imported, so it merged meshes for rendering ..
(so beware of using proxy flag anyway, it may alter rendering..)
-for gamma, I just let the user select automatically to use or not the gamma hack .. seems perfect on my samples when turning it on. I didn't investigate yet if there are other ways to do..

Yeahooh, posting unlocked ! Don't hesitate to post conversion related issues here ;)
voltaire585
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Posts: 91
Joined: Sun Jun 08, 2014 7:37 am

Is it possible to get the movable proxy flag imported?
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Goldisart
Licensed Customer
Posts: 780
Joined: Sat Oct 26, 2013 8:47 am

in diffuse direct when the glass has the property of fake shads I don't see that it was missing the light itself
2016-09-29_14-33-02.png

get these interesting renderings
2016-09-29_19-10-58.png
but this is not a bug of the plugin - please explain why is this happening ?
2016-09-29_19-19-58.png
................................................
sun
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2016-09-29_19-27-26.png
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abstrax
OctaneRender Team
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Location: Auckland, New Zealand

Goldisart wrote:in diffuse direct when the glass has the property of fake shads I don't see that it was missing the light itself
2016-09-29_14-33-02.png

get these interesting renderings
2016-09-29_19-10-58.png
but this is not a bug of the plugin - please explain why is this happening ?
2016-09-29_19-19-58.png
................................................
sun
Could you export the scene to .orbx please and send it to me or post it here? I will then have a look. Thanks.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Goldisart
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Posts: 780
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abstrax wrote:
Goldisart wrote:in diffuse direct when the glass has the property of fake shads I don't see that it was missing the light itself
The attachment 2016-09-29_14-33-02.png is no longer available

get these interesting renderings
The attachment 2016-09-29_19-10-58.png is no longer available
but this is not a bug of the plugin - please explain why is this happening ?
The attachment 2016-09-29_19-19-58.png is no longer available
................................................
sun
Could you export the scene to .orbx please and send it to me or post it here? I will then have a look. Thanks.
Attachments
test_2014.rar
(31.27 KiB) Downloaded 274 times
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Goldisart
Licensed Customer
Posts: 780
Joined: Sat Oct 26, 2013 8:47 am

]GI MODE ==== SimpleEnvironment and Ambient
as far as I understand the new versions of the standalone edition at all in 3Dmax so they show the wrong values - they must either remove or restore the functions that they perform in 1.x - 2.x (early)

.....


...............................
I think it is necessary to remove these types of because standalone they're gone
................................
but then it is necessary in the AO type to make the ability to turn off AO to zero.... what would he completely disappeared in the beauty
Attachments
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(21.37 KiB) Downloaded 252 times
2016-09-30_09-59-34.png
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oguzbir
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I was able to test the new version. Conversion feature worked damm great.
No wonder why you become the new dev. Thanks.
Since my old 2.19 scenes used to be in Max 2014. I keep that version as 4.19 Conversion Activated. I open the old file save it.
Then as I use 2016 now I just open the scene again in max 2016 with 4.19 Conversion Deactivated.

I guess that is settled. Would like to know bit about your roadmap. Not Standalone's roadmap more like what you plan to do in max future releases? To soon to ask about it?
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acc24ex
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.. testing on max 2017 sp3

wow man, finally it's doing something with the materials, sweet, now would be a great time for all (ex) max developers joined in with their own things and make it even better, because this plugin is looking reaal sweet

- one thing I'm imagining for future performance boosts, maybe combine 2 or 3 plugin versions, like octane 1,2,3.. the most stable ones, and use those when we don't need to render stuff that actually we don't need, and get better speeds, as 1.0 is probably the lightest and fastest, without many features..
- it would be a lot of work, but make like three kernels inside which works faster but have less features

- anyways, keep them rolling, this is looking great and stable so far, looking forward to next release
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