OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [OBSOLETE]

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paride4331
Octane Guru
Posts: 3808
Joined: Fri Sep 18, 2015 7:19 am

SergKlyosov wrote:
paride4331 wrote:Hi SergKlyosov,
compression is on the fly, I recommend saving textures to DDS textures files.
Regards
Paride
Hi Paride,

Thank you for the reply, but didn't quite understand your answer
What is DDS files? Do I need to save textures in that format from another application like Photoshop or MARI?
Hi SergKlyosov.
https://en.wikipedia.org/wiki/DirectDraw_Surface
To save it you can do it using an image editor.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
senorpablo
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Posts: 163
Joined: Sun Jun 28, 2015 2:52 am

paride4331 wrote:Hi SergKlyosov,
compression is on the fly, I recommend saving textures to DDS textures files.
Regards
Paride
The compression is slow.

Why not have Octane save out a dds after it does the compression? If the file date on the compressed file is newer than the referenced texture, Octane could skip recompressing the texture every time and just load it from disk. This would save quite a bit of time.
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mbetke
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Posts: 1293
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
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I got new bug. :?
Three scenes. All the same. Only one material has different colors.

I batch render the three scenes but final render got visible squares on image.

Plus the red version suddenly has no HDR loaded and flat lighting.

When I render the red color variation not with "production" but "interactive viewport" all is fine.

Denoiser and texture compression in not active in this scene. But I checked the "use denoised beauty" in preferences. Maybe the tool doesn't take into account when I disabled denoised in a scene? It should use the "beauty" pass if denoiser is off. But should use denoised beauty pass if denoiser is turned on in the scene.
Attachments
Square-Rendering.jpg
Square-Rendering-1.jpg
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
User avatar
paride4331
Octane Guru
Posts: 3808
Joined: Fri Sep 18, 2015 7:19 am

mbetke wrote:I got new bug. :?
Three scenes. All the same. Only one material has different colors.

I batch render the three scenes but final render got visible squares on image.

Plus the red version suddenly has no HDR loaded and flat lighting.

When I render the red color variation not with "production" but "interactive viewport" all is fine.

Denoiser and texture compression in not active in this scene. But I checked the "use denoised beauty" in preferences. Maybe the tool doesn't take into account when I disabled denoised in a scene? It should use the "beauty" pass if denoiser is off. But should use denoised beauty pass if denoiser is turned on in the scene.
Hi mbetke,
could you share a screenshot about Render setting, kernel type and path Tracing panel please?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
User avatar
paride4331
Octane Guru
Posts: 3808
Joined: Fri Sep 18, 2015 7:19 am

senorpablo wrote:
paride4331 wrote:Hi SergKlyosov,
compression is on the fly, I recommend saving textures to DDS textures files.
Regards
Paride
The compression is slow.

Why not have Octane save out a dds after it does the compression? If the file date on the compressed file is newer than the referenced texture, Octane could skip recompressing the texture every time and just load it from disk. This would save quite a bit of time.
Hi senorpablo,
your idea might be interesting, I'll ask developers.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Hi Paride,
can we finally have multi/subobject material inside the mix material since octane now support OSL?
is it possible
Attachments
multi.jpg
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mbetke
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Posts: 1293
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
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Hi mbetke,
could you share a screenshot about Render setting, kernel type and path Tracing panel please?
Regards
Paride
See attachment. :)
Pretty common settings. Nothing special and I use on a lot of scenes. I don't render on the network.
Attachments
Render-Settings-3.jpg
Render-Settings-2.jpg
Render-Settings-1.jpg
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
User avatar
paride4331
Octane Guru
Posts: 3808
Joined: Fri Sep 18, 2015 7:19 am

Hi mbetke,
it would look like a network render issue using minize traffic, but you said do not do network render., do you have any textures on server or cloud or are you using .psd textures?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
HHbomb
Licensed Customer
Posts: 1372
Joined: Wed Jun 30, 2010 8:45 pm
Contact:

Hi, it seems that Render layer setup, active layer ID don't work with Movable Proxies...

[edit] : No, in fact I can't manage to use layer ID 10... It works fine with 1,2 and perhaps other ID but layer ID 10 don't work at all ( not only for proxies )
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
SergKlyosov
Licensed Customer
Posts: 126
Joined: Wed Mar 01, 2017 9:33 am

paride4331 wrote:
senorpablo wrote:
paride4331 wrote:Hi SergKlyosov,
compression is on the fly, I recommend saving textures to DDS textures files.
Regards
Paride
The compression is slow.

Why not have Octane save out a dds after it does the compression? If the file date on the compressed file is newer than the referenced texture, Octane could skip recompressing the texture every time and just load it from disk. This would save quite a bit of time.
Hi senorpablo,
your idea might be interesting, I'll ask developers.
Regards
Paride
It will be great to have this feature
Win 10 64 | RTX 3090 | i9 9980XE | 64GB RAM
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