Agree with all was said.
We are planing to switch to another renderer because of lacking of a good support and consideration of users.
We havn't upgreded to the V3 due to the instability and no vision for it.
And now we can't upgrade our hardware with pascal gpu, because the 2.25 is not compatible
So, if you make a 2.25 with pascal support we are staying, if not, we are planing to leave octane and searching for another engine (Corona for ex.)
OctaneRender® for 3ds max® v3.04.3 - 4.26 [OBSOLETE]
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.
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.
Hi guys,
we really understand your frustration, and that's why we are working hard to improve the stability of Octane, which is continuously evolving.
That's why we were posting TEST builds, to show that we are ALWAYS here for you all and that we working hard on it.
Unfortunately it could happen that some fixes can introduce other bugs, and so we decided to stop the TEST builds and release just STABLE builds.
FYI this was my first post and I was not expecting this kind of reaction!
All those replies critics and feedback are very interesting and gives me more motivation to work and fix all the bugs as soon as possible and maybe read some nice posts soon
we really understand your frustration, and that's why we are working hard to improve the stability of Octane, which is continuously evolving.
That's why we were posting TEST builds, to show that we are ALWAYS here for you all and that we working hard on it.
Unfortunately it could happen that some fixes can introduce other bugs, and so we decided to stop the TEST builds and release just STABLE builds.
FYI this was my first post and I was not expecting this kind of reaction!
All those replies critics and feedback are very interesting and gives me more motivation to work and fix all the bugs as soon as possible and maybe read some nice posts soon

- Elvissuperstar007
- Posts: 2506
- Joined: Thu May 20, 2010 8:20 am
- Location: Ukraine/Russia
- Contact:
please correct wind animation, texture mapping, my customers will soon have to pass the presentation, but I had already the third month can not render the animations
3ds max 2016. Speed tree 7 cache animation , dynamic viewport octane understand, but there is no function to render an animation, only static
He also each cache reload animation is long
3ds max 2016. Speed tree 7 cache animation , dynamic viewport octane understand, but there is no function to render an animation, only static
He also each cache reload animation is long
Last edited by Elvissuperstar007 on Thu Dec 08, 2016 9:05 am, edited 5 times in total.
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
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Our frustration is not angainst you.
But you are the fourth or fifth guy who is saying same things: "we are doing our best to provide you the best..." Like comercial bots.
It's not faire to say that is a tests versions and if there are bugs it's normal and you will fixe them.
First of all you (otoy) are posting only tests versions. Stables version have only the name of it, are bugged and appear magically when otoy decide to switch to another version and to sell new licenses.
What I'm seeing is you have not internal testers who are tracking the bugs, and are aware of possible malfunctions.
Only few devs that are releasing versions that they never test. It's otoy choice to do so and to use the buyer as beta testers.
If you hide the test versions, that will ocure for your user a bad feeling resting in a dark room without any solution for our present bugs.
Another solution is to publish a roadmap (short and long term) of bug fixing and next feature, not to leave us alone.
You are a company who need the confidence of your max users.
They are all going to another renderer due to frustration.
But you are the fourth or fifth guy who is saying same things: "we are doing our best to provide you the best..." Like comercial bots.
It's not faire to say that is a tests versions and if there are bugs it's normal and you will fixe them.
First of all you (otoy) are posting only tests versions. Stables version have only the name of it, are bugged and appear magically when otoy decide to switch to another version and to sell new licenses.
What I'm seeing is you have not internal testers who are tracking the bugs, and are aware of possible malfunctions.
Only few devs that are releasing versions that they never test. It's otoy choice to do so and to use the buyer as beta testers.
If you hide the test versions, that will ocure for your user a bad feeling resting in a dark room without any solution for our present bugs.
Another solution is to publish a roadmap (short and long term) of bug fixing and next feature, not to leave us alone.
You are a company who need the confidence of your max users.
They are all going to another renderer due to frustration.
Hi d3sty,
Of course the frustration is not angainst you. Never could be. Terribly sorry having bit of a debate in your first post.
The frustration is against the policy in user support and feeling of not being noticed for years. Which I do see a good trend nowadays. I do admit that.
I've said this a million times developers should never engage in debates like this. They have better things to do.. That cry for help for years made the company hire some good stuff for user conversations and we have azen, paride and some others as well. So it's a know fact that it's a hard task keeping the users happy. But there is clearly a need for this.
We can have test and stable versions, and stable ones with bug. No issue there either. Things change and progress. We are sure you're all working hard on it.
The problem is there is no sort of a ticket system that truely integrates user input in progress.
History proved itself whatever is said here in posts isn't taken into account in most cases in the long run. Things may change now. I don't see that happening.
Even NeonZorglub has said and I quote "there shoud be a new 'ticket' system that will help organize and schedule bug fixing and feature requests.."
I believe this is the only way we all can calm down.
I among others were furious seeing our former developer work in Octane Engine core with a promise of secret functional feature and left us with no updates for months.
And there was a massive user respond to that. Do you know what this lead to ? A pardon?
it lead to a posting ban lock on the release topic. That is simply why people are posting these ranting in the release forum.
it wasn't getting noticed elsewhere. So it's definitely Not against you.
Thankfully v1.9 material problem is solved which was a major setback. I hope you can continue what you do best.
I personally asked for a lightlister feature for a good 3 years now. I had no response. positive or neagative No response! Until Neon stepped in and said it was plausible.. (thanks dearly so much for that only)
Since octane not working in max native environment. Similar solutions must be provided by Otoy / developers. That kills the joy. There a ton of examples like this.
I tried adapting some maxscript to provide only for lights not emmissive materials Couldn't do it. I adapted another premature light lister script to the best of my poor script knowledge.
I'll gladly take the answer we wont do it, mate. Or we'll do it next year. But it really came to a stage where water under the bridge after years.
One time I also proposed to chip in a $100 from me personally for a script writer to be hired by user base or otoy. To help us write scripts which would improve our workflow efficiently.
That was out of question at that time. I'm still after my words. We do need a listlister + emmisive materials lister combined.
The most worrying thing is that as the v3 progresses its nearly can be foreseen now that the performance will never be as efficient like v2 due to new framebuffer architecture.
I'm not fond of posting these lines nor they are never near a user treat or somekind.
IMO years of problems in the lack of roadmap for this plugin or management has left some few users that are furious but lovingly bonded to our beloved renderer in max.
So it's somehow sadly up to you all to lift all those issues on your shoulders. And as far as I see your efforts will change the userbase..
Best of luck with all.
Cheers,
Of course the frustration is not angainst you. Never could be. Terribly sorry having bit of a debate in your first post.
The frustration is against the policy in user support and feeling of not being noticed for years. Which I do see a good trend nowadays. I do admit that.
I've said this a million times developers should never engage in debates like this. They have better things to do.. That cry for help for years made the company hire some good stuff for user conversations and we have azen, paride and some others as well. So it's a know fact that it's a hard task keeping the users happy. But there is clearly a need for this.
We can have test and stable versions, and stable ones with bug. No issue there either. Things change and progress. We are sure you're all working hard on it.
The problem is there is no sort of a ticket system that truely integrates user input in progress.
History proved itself whatever is said here in posts isn't taken into account in most cases in the long run. Things may change now. I don't see that happening.
Even NeonZorglub has said and I quote "there shoud be a new 'ticket' system that will help organize and schedule bug fixing and feature requests.."
I believe this is the only way we all can calm down.
I among others were furious seeing our former developer work in Octane Engine core with a promise of secret functional feature and left us with no updates for months.
And there was a massive user respond to that. Do you know what this lead to ? A pardon?
it lead to a posting ban lock on the release topic. That is simply why people are posting these ranting in the release forum.
it wasn't getting noticed elsewhere. So it's definitely Not against you.
Thankfully v1.9 material problem is solved which was a major setback. I hope you can continue what you do best.
I personally asked for a lightlister feature for a good 3 years now. I had no response. positive or neagative No response! Until Neon stepped in and said it was plausible.. (thanks dearly so much for that only)
Since octane not working in max native environment. Similar solutions must be provided by Otoy / developers. That kills the joy. There a ton of examples like this.
I tried adapting some maxscript to provide only for lights not emmissive materials Couldn't do it. I adapted another premature light lister script to the best of my poor script knowledge.
I'll gladly take the answer we wont do it, mate. Or we'll do it next year. But it really came to a stage where water under the bridge after years.
One time I also proposed to chip in a $100 from me personally for a script writer to be hired by user base or otoy. To help us write scripts which would improve our workflow efficiently.
That was out of question at that time. I'm still after my words. We do need a listlister + emmisive materials lister combined.
The most worrying thing is that as the v3 progresses its nearly can be foreseen now that the performance will never be as efficient like v2 due to new framebuffer architecture.
I'm not fond of posting these lines nor they are never near a user treat or somekind.
IMO years of problems in the lack of roadmap for this plugin or management has left some few users that are furious but lovingly bonded to our beloved renderer in max.
So it's somehow sadly up to you all to lift all those issues on your shoulders. And as far as I see your efforts will change the userbase..
Best of luck with all.
Cheers,
My Portfolio
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
- Elvissuperstar007
- Posts: 2506
- Joined: Thu May 20, 2010 8:20 am
- Location: Ukraine/Russia
- Contact:
+1000 good luck to you! d3sty
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
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Hi d3sty
Yeah it's not personal to you. There does seem to be a habit forming at Otoy of not fixing the bugs in the current release, but promising to fix them in the next paid upgrade, which inevitably produces more bugs.
V1 of octane was great, but it lacked features. When they added these in V2 it unfortunately broke/introduced a poly limit so I could no longer load those meshes from V1 into it. Also I had the shadow pass misalignment issue. The promise was the poly limit would be fixed in V3. Now it has been lifted in v3, however the same mesh takes up around 3x the VRAM so it does not fit onto the GPU card anymore (but even discounting that scene I'm having issues loading in anything with a large polycount - or in other words, V3 is useless for me). Now I hear V4 is on the horizon but V3 IMO is an early beta at best. There is this constant promise of 'the next version' but ultimately all I see is it getting slower, bloated, and resource hungry.
Unfortunately I can't see how you can fix a lot of this because it's the core which is having these issues, not just issues with the 3dsmax plugin.
As stated by a guy earlier in the thread, if you could fix some of the bugs in V2 first that would go a long way for me to stay while we wait for a stable V3.
Personally, I really need the shadow passes fixed in V2 - there is a few pixel gap between the beauty pass and the shadow pass which can result in halo-like composites (I've posted examples in another thread). If you solved this I'm happy to wait for 3 to become more stable.
One developer said they would fix it, another said the focus was now on V3 and so probably wouldn't, so who knows what's happening.
Yeah it's not personal to you. There does seem to be a habit forming at Otoy of not fixing the bugs in the current release, but promising to fix them in the next paid upgrade, which inevitably produces more bugs.
V1 of octane was great, but it lacked features. When they added these in V2 it unfortunately broke/introduced a poly limit so I could no longer load those meshes from V1 into it. Also I had the shadow pass misalignment issue. The promise was the poly limit would be fixed in V3. Now it has been lifted in v3, however the same mesh takes up around 3x the VRAM so it does not fit onto the GPU card anymore (but even discounting that scene I'm having issues loading in anything with a large polycount - or in other words, V3 is useless for me). Now I hear V4 is on the horizon but V3 IMO is an early beta at best. There is this constant promise of 'the next version' but ultimately all I see is it getting slower, bloated, and resource hungry.
Unfortunately I can't see how you can fix a lot of this because it's the core which is having these issues, not just issues with the 3dsmax plugin.
As stated by a guy earlier in the thread, if you could fix some of the bugs in V2 first that would go a long way for me to stay while we wait for a stable V3.
Personally, I really need the shadow passes fixed in V2 - there is a few pixel gap between the beauty pass and the shadow pass which can result in halo-like composites (I've posted examples in another thread). If you solved this I'm happy to wait for 3 to become more stable.
One developer said they would fix it, another said the focus was now on V3 and so probably wouldn't, so who knows what's happening.
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
I think in the info mode the AO channel is not working
!!!!! this crash occurs if I open the old scene . when transferring to a new scene ambient works - the conflict of the scene
it works but requires a restart of the render - real time not working!!!!! this crash occurs if I open the old scene . when transferring to a new scene ambient works - the conflict of the scene