me to (Goldisart wrote:https://youtu.be/piuUoMuOb9Y - bug
OctaneRender® for 3ds max® v3.06 TEST 3 - 4.31 [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.
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.
just installed and loaded the last scene with glass inside from previous release kernel - which looked fine before, same bug in the material preview as mentioned previously... sooo.. no good?
EDIT: found a solve - the normal has to be set to None - on any value, even 0 there seems to be some distortion - you guys maybe missed something, not sure if it was set to something else before, but do check out those normal settings for distorted materials
- probably should make it so there is no input when the "Normal" has a "Value" applied to it..
EDIT: found a solve - the normal has to be set to None - on any value, even 0 there seems to be some distortion - you guys maybe missed something, not sure if it was set to something else before, but do check out those normal settings for distorted materials
- probably should make it so there is no input when the "Normal" has a "Value" applied to it..
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
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//Octane render toolbox 3dsmax
- paride4331
- Posts: 3808
- Joined: Fri Sep 18, 2015 7:19 am
Hi Guys,
I've already posted about the material issue:
viewtopic.php?f=80&t=60450&start=10#p309264
A TEMPORARY WORKAROUND: WHEN THE NORMAL SLOT MAP HAS VALUE 0 OR > 0 THEN SETTING IT "NONE".
Regards
Paride
I've already posted about the material issue:
viewtopic.php?f=80&t=60450&start=10#p309264
A TEMPORARY WORKAROUND: WHEN THE NORMAL SLOT MAP HAS VALUE 0 OR > 0 THEN SETTING IT "NONE".
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- neonZorglub
- Posts: 1005
- Joined: Sun Jul 31, 2016 10:08 pm
Hi Goldisart,Goldisart wrote:go to slate material whit render PMC
in my opinion there is need to modify the test ... there's a critical error
Yes, sorry about that, I forgot to mention that PMC has a known bug in 3.06 Test 3; that's fixed in Test 4, and it will be in next plugin release..
So for this test release, avoid to use PMC ..
Cheers
tell me is it possible to get clean granular caustic via Pach trace(adaptive) ? for video not using PMC ?
today I only see PMC
https://upload.wikimedia.org/wikipedia/ ... lass05.jpg
today I only see PMC
https://upload.wikimedia.org/wikipedia/ ... lass05.jpg
Was so pumped to try out Adaptive sampling, as my hair has gone grey waiting for it. So I tried the JohannesL_WindowCorner_Octane scene as a test for Adaptive Sampling, using the default settings. Rendering 2000 samples on an image 3000x4750px
There was not one pixel difference? Why is it not working, maybe need some noise reduction info as per Fstorm or other render.
There was not one pixel difference? Why is it not working, maybe need some noise reduction info as per Fstorm or other render.

I also played with AS and it works best for me if I set noise threshold to 0.1 and minimum samples to 128. But tested only on one image. Speed increase was around 40%.
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
- paride4331
- Posts: 3808
- Joined: Fri Sep 18, 2015 7:19 am
@3dgeeks,
Adaptive sampling: Enables adaptive sampling.
Noise threshold: Specifies the smallest relative noise level. When the noise estimate of a pixel becomes less than this value, sampling will be switched off for this pixel. Good values are in the range of 0.01 - 0.03. The default is 0.02, which is pretty clean.
Min. adaptive samples: Specifies the minimum samples that must have been calculated before adaptive sampling kicks in. The reason for this option is the fact that the noise estimate of a pixel is just an estimate with a fairly large initial error. The higher you set the noise threshold, the higher you should also set min. samples, to avoid artifacts.
Pixel grouping: Specifies the number of pixels that are handled together. Only if all pixels of a group have reached the noise level, sampling will stop for all of these pixels.
Expected exposure: This should be set to the approximate exposure you plan to use in the imager. The noise estimate of dark areas is often quite high and also has a larger error by itself. To reduce artifacts, Octane increases the minimum samples for dark pixels. To make sure that sampling is eventually stopped for these pixels, the noise estimate for darker pixels is scaled down.
To visualize the progress you can enable the noise pass in the render passes node. The pass is only calculated when adaptive sampling is enabled. The green pixels in that pass mark those pixels that have reached the specified noise limit. This mask is re-calculated every time a new result is blended into the film buffer.
To allow tweaking the adaptive sampling parameters, these parameters will not restart rendering:
Noise threshold
Min. adaptive samples
Expected exposure
Noise pass
Adaptive sampling: Enables adaptive sampling.
Noise threshold: Specifies the smallest relative noise level. When the noise estimate of a pixel becomes less than this value, sampling will be switched off for this pixel. Good values are in the range of 0.01 - 0.03. The default is 0.02, which is pretty clean.
Min. adaptive samples: Specifies the minimum samples that must have been calculated before adaptive sampling kicks in. The reason for this option is the fact that the noise estimate of a pixel is just an estimate with a fairly large initial error. The higher you set the noise threshold, the higher you should also set min. samples, to avoid artifacts.
Pixel grouping: Specifies the number of pixels that are handled together. Only if all pixels of a group have reached the noise level, sampling will stop for all of these pixels.
Expected exposure: This should be set to the approximate exposure you plan to use in the imager. The noise estimate of dark areas is often quite high and also has a larger error by itself. To reduce artifacts, Octane increases the minimum samples for dark pixels. To make sure that sampling is eventually stopped for these pixels, the noise estimate for darker pixels is scaled down.
To visualize the progress you can enable the noise pass in the render passes node. The pass is only calculated when adaptive sampling is enabled. The green pixels in that pass mark those pixels that have reached the specified noise limit. This mask is re-calculated every time a new result is blended into the film buffer.
To allow tweaking the adaptive sampling parameters, these parameters will not restart rendering:
Noise threshold
Min. adaptive samples
Expected exposure
Noise pass
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
@3dgeeks
I think you can see the noise if you enable the noise pass.
Grey stuff is noise. Then wait, and wait untill you start seeing green pisxels. These are now noise free and Octane concentrates all it's power on the remaining grey area.
This is why it gets exponentially quicker towards the end.
I seem to spend ages watching a grey render though waiting for it all to turn green...
Still don't know what the noise threshold is doing. People are recommending 0.1 whilst Otoy are suggesting .02
I think you can see the noise if you enable the noise pass.
Grey stuff is noise. Then wait, and wait untill you start seeing green pisxels. These are now noise free and Octane concentrates all it's power on the remaining grey area.
This is why it gets exponentially quicker towards the end.
I seem to spend ages watching a grey render though waiting for it all to turn green...
Still don't know what the noise threshold is doing. People are recommending 0.1 whilst Otoy are suggesting .02