Texture compression is a great!
However, It doesn't work with the standard texture slot. Why is this an issue? The standard texture slot is the only one which displays correctly in the Max viewport. The Octane materials and maps still look to be capped at very low resolution, perhaps 512x512, in the viewport. This makes working difficult.
This is one aspect of the overall poor quality/compatibility of Octane materials and lights in the Max viewport.
Would it be possible to make compression compatible with the standard texture slot, or to fix the viewport display of Octane maps such as RGB Image?
OctaneRender® for 3ds max® v4.00-RC6 - 6.08 [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.
- SergKlyosov
- Posts: 126
- Joined: Wed Mar 01, 2017 9:33 am
You can adjust texture preview resolution in the Kernel tab - Mat. preview W/H (See attachment). But I don't know how it affects performance, I think Paride can give as an answer about thatsenorpablo wrote:Texture compression is a great!
However, It doesn't work with the standard texture slot. Why is this an issue? The standard texture slot is the only one which displays correctly in the Max viewport. The Octane materials and maps still look to be capped at very low resolution, perhaps 512x512, in the viewport. This makes working difficult.
This is one aspect of the overall poor quality/compatibility of Octane materials and lights in the Max viewport.
Would it be possible to make compression compatible with the standard texture slot, or to fix the viewport display of Octane maps such as RGB Image?
Also found a new bug: material preview looks like standard grey ball on floor but with diffuse texture in screen mode on top of it, and RGB Image preview looks like blown out completely white texture. And it keeps look like this until I open a large preview of that material
Win 10 64 | RTX 3090 | i9 9980XE | 64GB RAM
- paride4331
- Posts: 3813
- Joined: Fri Sep 18, 2015 7:19 am
After I reported this issue to developer, I made some test about and It works; Octane gets some time to compress textures so Octane shows a black screen.DartFrog wrote:I'm sure the texture compression thing 'works', but I still couldn't render. It stayed a black screen. I have too many maps I'd have to edit to 'faster' so I'm not going to bother.
After compressing process all go smooth.
we can check the compression setting and compressed size by opening the node viewer.
Developer told the compression is now a separate process that runs in parallel, starts as soon as we select a compression format or load a scene with compressed texture set, etc.
The compression information window appears, and closes, it means that compression has began, but when we start render, it need to wait for the end of compression. To solve thi issue SDK developers should to add a way to know if a compression is in progress.
It should be much more automatic in the future, and save the compressed images on disc and have a textures list.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- paride4331
- Posts: 3813
- Joined: Fri Sep 18, 2015 7:19 am
SergKlyosov wrote:You can adjust texture preview resolution in the Kernel tab - Mat. preview W/H (See attachment). But I don't know how it affects performance, I think Paride can give as an answer about thatsenorpablo wrote:Texture compression is a great!
However, It doesn't work with the standard texture slot. Why is this an issue? The standard texture slot is the only one which displays correctly in the Max viewport. The Octane materials and maps still look to be capped at very low resolution, perhaps 512x512, in the viewport. This makes working difficult.
This is one aspect of the overall poor quality/compatibility of Octane materials and lights in the Max viewport.
Would it be possible to make compression compatible with the standard texture slot, or to fix the viewport display of Octane maps such as RGB Image?
Also found a new bug: material preview looks like standard grey ball on floor but with diffuse texture in screen mode on top of it, and RGB Image preview looks like blown out completely white texture. And it keeps look like this until I open a large preview of that material
Hi SergKlyosov,
yes I found it too, I sent it to developers.
Cliccking on prews square and opening prews sphere, edit color or textures, everything falls into line.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- paride4331
- Posts: 3813
- Joined: Fri Sep 18, 2015 7:19 am
[quote="senorpablo"]Texture compression is a great!
Hi senorpablo,
you can set Mat. preview W/H until 4092x4092 in Kernel panel; to update you have to click on "show shaded material in viewport".
Regards
Paride
Hi senorpablo,
you can set Mat. preview W/H until 4092x4092 in Kernel panel; to update you have to click on "show shaded material in viewport".
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- paride4331
- Posts: 3813
- Joined: Fri Sep 18, 2015 7:19 am
Hi coilbook,coilbook wrote:i ma getting this error. RC4 didnt have this bug Thanks
OctaneRender 4.00 RC6 (4000016)
CUDA error 400 on device 1: invalid resource handle
-> failed to launch kernel(kernel63)
CUDA error 400 on device 2: invalid resource handle
-> failed to launch kernel(kernel63)
CUDA error 400 on device 2: invalid resource handle
-> failed to launch kernel(kernel63)
CUDA error 400 on device 1: invalid resource handle
-> failed to launch kernel(kernel63)
CUDA error 400 on device 2: invalid resource handle
-> failed to launch kernel(kernel63)
I can replicate your issue, I sent to developers.
Thanks
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
neonZorglub wrote:Yes. Gpu settings was not correctly sent to Octane, and instead of 2/3 of you local gpus enabled, it was using 3/3 (3+18 network gpus was > 20)..coilbook wrote:is GPU limit 20 fixed?
Thanks
Please fix the GPU count it is still messing up
"OctaneRender 4.00 RC6 (4000016)
the total count of GPUs used locally and over the network exceeds 20. ignoring slave xxxxxxx (7) with 5 device(s).".
it'll work for awhile then it will give the error message. We have total 20 GPUs The 21st is not used at all for display only.
Thank you
Hi Paride,
is there a reason for a long octane viewport scene evaluation times? is it a bug?
It takes 1 min 15 sec to open octane viewport (Process geometry) but it only takes 30 seconds to process geometry when render button is pressed.
Thanks
is there a reason for a long octane viewport scene evaluation times? is it a bug?
It takes 1 min 15 sec to open octane viewport (Process geometry) but it only takes 30 seconds to process geometry when render button is pressed.
Thanks
- paride4331
- Posts: 3813
- Joined: Fri Sep 18, 2015 7:19 am
Hi coilbook,coilbook wrote:Hi Paride,
is there a reason for a long octane viewport scene evaluation times? is it a bug?
It takes 1 min 15 sec to open octane viewport (Process geometry) but it only takes 30 seconds to process geometry when render button is pressed.
Thanks
I think this is new Octane scene Persistency feature.
Is it actived?
Regrds
paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid