OctaneRender® for 3ds max® v3.08 - 5.08 [OBSOLETE]

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acc24ex
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coilbook wrote:
acc24ex wrote: with pflow I definitely recommend adding cache event right bellow the render in pflow source. Helped me a lot with animation.
.. gonna check it, thanks, where do you add that..



..another bug, probably from before, I'm working in production now, so I'll report what I find:

- apparently when you copy an movebale proxy instance, you have to refresh the viewport, when you instance an instance it's ok - also when enabling renderable or no renderable also needs a refresh of viewport - anyone else got that ..
coilbook
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acc24ex wrote:
coilbook wrote:
acc24ex wrote: with pflow I definitely recommend adding cache event right bellow the render in pflow source. Helped me a lot with animation.
.. gonna check it, thanks, where do you add that..



..another bug, probably from before, I'm working in production now, so I'll report what I find:

- apparently when you copy an movebale proxy instance, you have to refresh the viewport, when you instance an instance it's ok - also when enabling renderable or no renderable also needs a refresh of viewport - anyone else got that ..

Here is the screenshot for pflow cache
Attachments
pflow.jpg
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acc24ex
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thx coilbook - I'm new with pflow stuff.. I also applied blobmesh on top of it all, it took ages to reload stuff..

.. another buggy report: shadow pass is bugged up, half screen darker - due to network render machines - when rendering only local, seems to work fine .,.

BTW shadow pass loos better than before, so that's a plus..

BTW any infor on the brdf settings for glass and stuff, any new workflows, I'm rendering glass as well, and I like the new options, just don't get what's happening, I'm putting all the updates to work


..the shadow catcher looks terrible as always, or is there a different approach, just never works like you want it to work, just catch the exact shadows on the scree, I'm still fiddling to much with shadows to get something out
coilbook
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acc24ex wrote:thx coilbook - I'm new with pflow stuff.. I also applied blobmesh on top of it all, it took ages to reload stuff..

.. another buggy report: shadow pass is bugged up, half screen darker - due to network render machines - when rendering only local, seems to work fine .,.

BTW shadow pass loos better than before, so that's a plus..

BTW any infor on the brdf settings for glass and stuff, any new workflows, I'm rendering glass as well, and I like the new options, just don't get what's happening, I'm putting all the updates to work


..the shadow catcher looks terrible as always, or is there a different approach, just never works like you want it to work, just catch the exact shadows on the scree, I'm still fiddling to much with shadows to get something out

I think beside Pflow cache you also need to select blobmesh and add Point Cache modifier and also cache your blobmesh. never used it maybe it will help.
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acc24ex
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Some WIP..
I like the solo render, but I'm having trouble with the glass, need more reflection on the edges, the very thin outer edge is difficult to control - any advice on those

..other than the bugs posted, pretty solid build, some older bugs fixed, stable, been rendering 4 hours, no crashes, spins perfectly with a smaller projects
ulla_5.png
ulla_3 no background light.png
ulla_10b.png
ulla_2.png
ulla_1.png
muski
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Is it just with me or there is a gap between rollouts on the latest version (see attached image)?
Attachments
3.08-5.08_gap.jpg
win10x64 | AMD 2920X | 128GB | bunch of 30xx's | max 2014/17
neonZorglub
OctaneRender Team
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Joined: Sun Jul 31, 2016 10:08 pm

coilbook wrote:Hi What about slow geometry processing of phoenix ocean mesh ? Was this fixed? Vray renders ocean quick without 2 min processing each frame.
Also will we see wetmaps rendered as texture any time soon?

Thank you
Hi
I did some performance tests with Phoenix Ocean.
The 'Ocean Subdivs' settings directly influence the polygon count and the total time, and is the main cause of performance drop.
Changing from Subdiv 0 to 5, I got 20 times more polygons, so processing is also many times slower..
I'm checking the possibility to use Octane polygon subdivision system in a next release, to keep phoenix mesh subdivision to 0.
That should improve the performance.
neonZorglub
OctaneRender Team
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muski wrote:Is it just with me or there is a gap between rollouts on the latest version (see attached image)?
That seems to appear only on max2015 and previous, after changing the Kernel type. The work around is to close and re open the Render Setup dialog.
This will be fixed in the next release.
Thanks,
solomon
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solomon wrote:there is something odd going on with this build... when I import static characters, the OctaneRender viewport renders fine, with no flickering, but when I import the same character with animation, the renderer constantly flickers, and looks like its jumping between one graphics card to the next... this does not happen with static geometry... is there a way to fix this or its just a bug?

I had to fall back to a previous build OctaneRender_for_3ds_Max_3.07_-_4.44, where it works fine.
hi Guys, anybody else experiencing this issue?
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
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paride4331
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solomon wrote:
solomon wrote:there is something odd going on with this build... when I import static characters, the OctaneRender viewport renders fine, with no flickering, but when I import the same character with animation, the renderer constantly flickers, and looks like its jumping between one graphics card to the next... this does not happen with static geometry... is there a way to fix this or its just a bug?

I had to fall back to a previous build OctaneRender_for_3ds_Max_3.07_-_4.44, where it works fine.
hi Guys, anybody else experiencing this issue?
Hi solomon,
I'm not sure I understand your issue. Are you referring to motion blur steps?
https://docs.otoy.com/3DSMaxH/3DSMaxPlu ... lur%20step
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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