OctaneRender® for 3ds max® v4.00-RC2 - 6.06 [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.
I can't see a gain in performance when I press "update render geometry" after a change. Wasn't it supposed to be very quick now with the Brigade integration?
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: 3809
- Joined: Fri Sep 18, 2015 7:19 am
Hi mbetke,mbetke wrote:Isn't there just a checkbox for "compress textures" in Kernel setting? I don't want to go through all textures and materials because it is time consuming.
When i work with a heavy scene I just would like to have this checkbox ready on a per scene base, click it and lift this heavy scene with compression support.
would not be good in a complex workflow. If you have different types of textures, alpha, layers and compressions set according to distance from the camera (for example) how can you do all this with a single button?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Oky, now after testing a few scenes I get random crashes to desktop.
It happens when interactive viewport is opened with enabled Denoiser. For example I change Coherent ratio or specular/diffuse values in Kernel settings with the little arrows and go "wild" a bit with them 3ds max crashes just the moment it restarts rendering. With going wild I mean changing the values very fast and not by entering numbers. Never got such instabilities before.
It happens when interactive viewport is opened with enabled Denoiser. For example I change Coherent ratio or specular/diffuse values in Kernel settings with the little arrows and go "wild" a bit with them 3ds max crashes just the moment it restarts rendering. With going wild I mean changing the values very fast and not by entering numbers. Never got such instabilities before.
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
Well the loss in quality should not be notable tells your boss in Octane facebook group a while ago. I think this texture compression feature is made for scenarios when the scene gets to big but needs to be rendered.
FStorm got this feature too and it works with a global switch as far as i can remember saving a huge amount of data.
FStorm got this feature too and it works with a global switch as far as i can remember saving a huge amount of data.
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
I would agree. I understand having the ability to use compression very specifically in your scene, but often times it is unnecessary, complicated, and takes too much time. I simple check box in the kernel settings that will just automatically compress textures based on predetermined rules would be much more useful and more widely used. I don't want to have to hunt through every texture on every material in my scene for that one texture that's causing an issue/ needs compressing. Checking a box and hitting render simply makes more sense and is way more user friendly.mbetke wrote:Well the loss in quality should not be notable tells your boss in Octane facebook group a while ago. I think this texture compression feature is made for scenarios when the scene gets to big but needs to be rendered.
FStorm got this feature too and it works with a global switch as far as i can remember saving a huge amount of data.
You could have both systems and just simply override all compression settings once the check box is checked. So go nuts with complex scenes or leave the hassle and press a button. Leave the choice to the users.
I would love to know when this will be fixed.mbetke wrote:I can't see a gain in performance when I press "update render geometry" after a change. Wasn't it supposed to be very quick now with the Brigade integration?
" by Goldorak » Thu Aug 09, 2018 10:10 pm
We have a bug in the max plug-in with multiple objects as the poster above confirmed. That issue aside, 70 million polys should load in ~21 seconds in V4 "
so far I have 8 mill polys with two itoo forests and load time is 35-45 seconds and should be around 5 seconds according to otoy.
- SergKlyosov
- Posts: 126
- Joined: Wed Mar 01, 2017 9:33 am
Hi Paride,paride4331 wrote:
Hi SergKlyosov,
In the Octane viewport, when you select a pass from the drop down menu (eg Diffuse, or Denoised beauty..), when you save your scene, the pass selection will be saved too,
so when you re-open your scene, it will be set when you open the viewport.
Regards
Paride
Thank you for the explanation. I've misunderstood this new feature, I thought it will allow users to save current render progress and then resume it from file, like it is done in Corona
As I understand this feature exists in Octane for 3Ds Max, but working only with regular 3ds max viewport. Is there any chance to implement this feature to OctaneRender viewport?
Cheers
Win 10 64 | RTX 3090 | i9 9980XE | 64GB RAM
- neonZorglub
- Posts: 1006
- Joined: Sun Jul 31, 2016 10:08 pm
Hi coilbook,coilbook wrote:and this is still not working either "Fixed PhoenixFD volume not rendered when rendering starts before simulated frames." do you even test new plugins before the release?
Sorry to hear that.. It worked on my tests, using the latest PhoenixFD 3.11.00.
The issue was that the geometry node was disconnected at the begining of rendering because it was empty, and later, when the geometry is created, it was processed, but kept disconnected.
So, the fix should be independent of phoenix or 3dsmax versions..
Some of the settings that might influence the rendering:
Kernel settings, Broadcast Render mode : Normal
Kernel settings, Broadcast Frame mode : Normal
User Global settings, PhoenixFD tab, Disable Phoenix simulator list : Off
User Global settings, TroubleShooting tab, Enable Broadcast PRE EVAL notifications : Always
User Global settings, TroubleShooting tab, Enable Broadcast notifications on frame change : Always
User Global settings, TroubleShooting tab, Ignore Base node changes : Off
User Global settings, TroubleShooting tab, Skip invalidating empty Octane Volume channel : Off
Could you check the attached scene ? (open , simulate, render [changing output path..])
-simulated smoke from frame 60 to 70
-rendering from frame 55 to 65
It was not rendering the smoke in previous versions, and works on this version ..
Let me know if this scene works for you.
Thanks.