I have moved your post to the 3dsMax plugin sub-forum. Please make sure when reporting issues, the post goes into the right section or otherwise the relevant plugin devs may not come across it.andrey.krivulya wrote:Any news about Ornatrix hair and requests in this topic?
viewtopic.php?f=9&t=61546&p=314835#p314835
OctaneRender™ Standalone 3.07 TEST 3
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
- Elvissuperstar007
- Posts: 2506
- Joined: Thu May 20, 2010 8:20 am
- Location: Ukraine/Russia
- Contact:
Octane does not understand this function
Developers of integration write that the stand itself does not work
Particle not work! must be corrected
Don't works movable proxy for particles when particles deletes from scene.
Don't works animated bitmap "Syns Frame to Particle Age" with particles.
p.s
previously worked
viewtopic.php?f=81&t=54113
Developers of integration write that the stand itself does not work
Particle not work! must be corrected
Don't works movable proxy for particles when particles deletes from scene.
Don't works animated bitmap "Syns Frame to Particle Age" with particles.
p.s
previously worked
viewtopic.php?f=81&t=54113
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
Hello octane Team,
although I am a bit late, I want to thank you for fixing the light issues and adding advanced options for light reflectivity, these are things that will help me with my daily work and make the software more efficient in our working environment !
I would like to encourage you to continue to give these kind of "basic" features / fixes the attention they deserve, they may not look so fancy at first glance, but their impact is often immense.
just one example (since I do not want to hijack the thread completely...) : you might want to take another look at these old environment threads:
viewtopic.php?f=24&t=54417
-> the introduction of the "visible environment" node was a real relief, but we really need independent control for 1. Light 2. Background 3.Reflection 4. Refraction. That is a standard feature in almost all other engines I used so far.
Thank you for your hard work and best regards.
Andreas
although I am a bit late, I want to thank you for fixing the light issues and adding advanced options for light reflectivity, these are things that will help me with my daily work and make the software more efficient in our working environment !
I would like to encourage you to continue to give these kind of "basic" features / fixes the attention they deserve, they may not look so fancy at first glance, but their impact is often immense.
just one example (since I do not want to hijack the thread completely...) : you might want to take another look at these old environment threads:
viewtopic.php?f=24&t=54417
-> the introduction of the "visible environment" node was a real relief, but we really need independent control for 1. Light 2. Background 3.Reflection 4. Refraction. That is a standard feature in almost all other engines I used so far.
Thank you for your hard work and best regards.
Andreas
Architectural Rendering Services
1 x 4090 GTX, 1 x 3090 GTX
http://www.v-cube.de
1 x 4090 GTX, 1 x 3090 GTX
http://www.v-cube.de
- enricocerica
- Posts: 1012
- Joined: Wed Nov 25, 2009 7:32 pm
- Contact:
Hi,
Just made some tests to try to add a scatter node with IDs but doesn't seem to work, what should be the file format, should I use separators between each values and if so which one, I tried with the ; and with a space but it doesn't work. I only used M00 to M11 as we used only 12 values and then the ID.
Here is the file I used with space as separator :
M00 M01 M02 M03 M04 M05 M06 M07 M08 M09 M10 M11 ID
-0.965926 -0.000000 0.258819 5.000.454 -0.000000 1.000.000 0.000000 0.453929 -0.258819 0.000000 -0.965926 4.873.176 0
1.000.000 -0.000000 0.000000 0.241469 -0.000000 1.000.000 0.000000 0.453929 -0.000000 -0.000000 1.000.000 3.829.487 1
-0.173648 0.000000 -0.984808 0.845591 0.000000 1.000.000 0.000000 0.453929 0.984808 -0.000000 -0.173648 4.445.023 2
-0.995493 0.000000 -0.094840 2.734.977 0.000000 1.000.000 0.000000 0.453929 0.094840 0.000000 -0.995493 4.965.018 3
-0.007717 -0.000000 0.999970 2.101.816 -0.000000 1.000.000 0.000000 0.453929 -0.999970 -0.000000 -0.007717 4.397.420 4
Just made some tests to try to add a scatter node with IDs but doesn't seem to work, what should be the file format, should I use separators between each values and if so which one, I tried with the ; and with a space but it doesn't work. I only used M00 to M11 as we used only 12 values and then the ID.
Here is the file I used with space as separator :
M00 M01 M02 M03 M04 M05 M06 M07 M08 M09 M10 M11 ID
-0.965926 -0.000000 0.258819 5.000.454 -0.000000 1.000.000 0.000000 0.453929 -0.258819 0.000000 -0.965926 4.873.176 0
1.000.000 -0.000000 0.000000 0.241469 -0.000000 1.000.000 0.000000 0.453929 -0.000000 -0.000000 1.000.000 3.829.487 1
-0.173648 0.000000 -0.984808 0.845591 0.000000 1.000.000 0.000000 0.453929 0.984808 -0.000000 -0.173648 4.445.023 2
-0.995493 0.000000 -0.094840 2.734.977 0.000000 1.000.000 0.000000 0.453929 0.094840 0.000000 -0.995493 4.965.018 3
-0.007717 -0.000000 0.999970 2.101.816 -0.000000 1.000.000 0.000000 0.453929 -0.999970 -0.000000 -0.007717 4.397.420 4
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
1. Switching on 'Shadow catcher' checkbox turns surface to entire black color in Path Tracing kernel mode (in PMC works well).
2. My scenes (.ocs files) typically contains several Render Targets with different HDRI images in Texture Environments. When scene loads, all of those HDR images (rather large, 16Kx8K 96bpp , 2Gb size for example) are loads into RAM too; so the octane.exe process can easy reach over 20Gb of RAM usage even before I start the rendering of one selected Render Target and then stops responding. Is that pre-loading is necessary? (that issue/feature actually exists for a long time)
2. My scenes (.ocs files) typically contains several Render Targets with different HDRI images in Texture Environments. When scene loads, all of those HDR images (rather large, 16Kx8K 96bpp , 2Gb size for example) are loads into RAM too; so the octane.exe process can easy reach over 20Gb of RAM usage even before I start the rendering of one selected Render Target and then stops responding. Is that pre-loading is necessary? (that issue/feature actually exists for a long time)
AMD R7-2700/64Gb/RTX2080Ti 11Gb + RTX2080 8Gb/Win10 Pro x64/nV driver 451.67/Poser10, DS4.12, Blender2.79, Octane 4.05 Standalone
> Using RAM Disk with Octane <
> Using RAM Disk with Octane <
The CSV columns would need to be:enricocerica wrote:Hi,
Just made some tests to try to add a scatter node with IDs but doesn't seem to work, what should be the file format, should I use separators between each values and if so which one, I tried with the ; and with a space but it doesn't work. I only used M00 to M11 as we used only 12 values and then the ID.
Here is the file I used with space as separator :
M00 M01 M02 M03 M04 M05 M06 M07 M08 M09 M10 M11 ID
-0.965926 -0.000000 0.258819 5.000.454 -0.000000 1.000.000 0.000000 0.453929 -0.258819 0.000000 -0.965926 4.873.176 0
1.000.000 -0.000000 0.000000 0.241469 -0.000000 1.000.000 0.000000 0.453929 -0.000000 -0.000000 1.000.000 3.829.487 1
-0.173648 0.000000 -0.984808 0.845591 0.000000 1.000.000 0.000000 0.453929 0.984808 -0.000000 -0.173648 4.445.023 2
-0.995493 0.000000 -0.094840 2.734.977 0.000000 1.000.000 0.000000 0.453929 0.094840 0.000000 -0.995493 4.965.018 3
-0.007717 -0.000000 0.999970 2.101.816 -0.000000 1.000.000 0.000000 0.453929 -0.999970 -0.000000 -0.007717 4.397.420 4
Code: Select all
M00, M01, M02, M03, M10, M11, M12, M13, M20, M21, M22, M23, ID
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
I can confirm. Will have a look at it now.andw wrote:1. Switching on 'Shadow catcher' checkbox turns surface to entire black color in Path Tracing kernel mode (in PMC works well).
Yes, that loading needs to be done since that's the way how data in Octane is handled and I don't think we can delay loading for later. What we could do though is load HDR images as half float by default and only as float images if the user requests it (e.g. when used for displacement mapping). I will create a ticket so it doesn't get lost.2. My scenes (.ocs files) typically contains several Render Targets with different HDRI images in Texture Environments. When scene loads, all of those HDR images (rather large, 16Kx8K 96bpp , 2Gb size for example) are loads into RAM too; so the octane.exe process can easy reach over 20Gb of RAM usage even before I start the rendering of one selected Render Target and then stops responding. Is that pre-loading is necessary? (that issue/feature actually exists for a long time)
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
The gizmo thing is a feature I was thinking about and voila - there it is.
Big thanks.
Regards,
Mac
Big thanks.
Regards,
Mac
Hello Marcus,
great release. I have a question concerning the polylimit.
Will it be possible that this will be increased by 10 or 15 % in the near future?
Thank you
Cheers
great release. I have a question concerning the polylimit.
Will it be possible that this will be increased by 10 or 15 % in the near future?
Thank you
Cheers