OctaneRender® for 3ds max® v3.03.4 - 4.21 [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.
neonZorglub
OctaneRender Team
Posts: 1017
Joined: Sun Jul 31, 2016 10:08 pm

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>


Changes of the 4.21 version
  • Fixed crash when exporting huge Octane Proxy files
  • Improved Octane Proxy Export dialog : display progress every frame, possible to cancel export, added time tweaking options

-- Mini guide to the new integrated material 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.

Notes:
Loading an old scene with the conversion deactivated seems to occasionally cause some issues.
-> The convesion system should really be activated when loading old scenes.
Some crashes have been experienced, likely caused by ProSound items in the scene, randomly overwriting some memory..
-> disabling the ProSound plugin / removing sound items from scene solved the issue.


Previous versions changelog (since major 4.0 plugin release):

Code: Select all


Changes of the 4.20 version
-fixed conversion of gradient texture 
-fixed conversion of main Camera Aperture, Focal depth, Dithering, Lens Shift, Min disp. samples
-fixed proxy flag not recognized (now both 'octane_movable_proy' and 'octane_movable_proxy' are read, same for 'Octane_layer_ID' and 'octane_layer_ID')
-fixed conversion failing to be activated (still grey materials in 4.19, where was working in 4.18..)


Changes of the 4.19 version
-Loading of 2.23.2 - 1.9 and older scenes with material conversion fully supported.
-Added conversion dialog in 'Tools' tab. See tooltips for more details.

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 - 4.21

DEMO version:
OctaneRender for 3ds Max 3.03.3 - 4.21 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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Elvissuperstar007
Licensed Customer
Posts: 2507
Joined: Thu May 20, 2010 8:20 am
Location: Ukraine/Russia
Contact:

Particle once correct?) very necessary, we all fell for 3 months,
we can not finish our plugin
viewtopic.php?f=27&t=56380
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
[email protected]
Licensed Customer
Posts: 2
Joined: Thu Jul 16, 2015 8:52 pm

Just asking.. no more zip file version?
rodrigotrovao
Licensed Customer
Posts: 133
Joined: Thu Mar 22, 2012 4:27 pm
Location: Brazil

1 - WHEN trying to save an image, while running preview render, max 2017 hangs.

2 - control z doesnt work when changing render preferences values?
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acc24ex
Licensed Customer
Posts: 1481
Joined: Fri Mar 19, 2010 10:58 pm
Location: Croatia
Contact:

FIXED

account is deactivated and this error message comes out

"you are not signed into your Otoy account and Octane is not activated"

and I press sign in, and again same error message

I unlocked the licence, and still tha same..

Note that I didn't deactivate at any point, it did it by itself.. and I disabled firewall just in case ..

can't work

I don't have any other options to reenter my credentials, I just have a sign in button on the bottom of the small window..

edit
- I had a octane demon runnig as well on the same machine, and I also opened octane standalone to try and fix and closing both standalone and demon worked..
User avatar
Elvissuperstar007
Licensed Customer
Posts: 2507
Joined: Thu May 20, 2010 8:20 am
Location: Ukraine/Russia
Contact:

laubwerk plants kit 1 2 3 Conversion does not work materials
Attachments
laubwerk plants kit 1 2 3.rar
(55.42 MiB) Downloaded 290 times
е5.png
345.png
234.png
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
User avatar
paride4331
Octane Guru
Posts: 3813
Joined: Fri Sep 18, 2015 7:19 am

@rodrigotrovao,
Hi rodrigotrovao,
thanks for collaboration.
I will send the issue to the developers.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
User avatar
paride4331
Octane Guru
Posts: 3813
Joined: Fri Sep 18, 2015 7:19 am

@Elvissuperstar007
Hi Elvissuperstar007,
There are a lot of differences between how material types are defined in V-Ray vs Octane - V-Ray materials are based on value ranges of key attributes,
while Octane materials are explicitly defined types.
Interpreting some of the more vague VRayMtls into it's correct Octane counterpart continues to be a thorn in the side of this converter.
It has been improved upon, generally believed that the V-Ray issue will never be 100% resolved,
but it can always improve and it is what developers will do.
Thanks for collaboration.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
User avatar
acc24ex
Licensed Customer
Posts: 1481
Joined: Fri Mar 19, 2010 10:58 pm
Location: Croatia
Contact:

hey peeoples, anyone having problem importing materials library made with w 2 and opening in octane 3 ..

- also I'm jumping from 2015 octane 2 to 2017 octane 3 and importing that library.. is that even working in normal circumstances? there's hundreds of materials I've got so far there
User avatar
paride4331
Octane Guru
Posts: 3813
Joined: Fri Sep 18, 2015 7:19 am

Hi acc24ex,
the material converter (release 4.21) works properly.
I attached the mini-guide to properly convert materials.
If your problems remain, please tell me about.
Regards
Paride

-- Mini guide to the new integrated material 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.

Notes:
Loading an old scene with the conversion deactivated seems to occasionally cause some issues.
-> The convesion system should really be activated when loading old scenes.
Some crashes have been experienced, likely caused by ProSound items in the scene, randomly overwriting some memory..
-> disabling the ProSound plugin / removing sound items from scene solved the issue.
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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