OctaneRender® for 3ds max® v4.00 - 6.10 [OBSOLETE]

Sub forum for plugin releases
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.
User avatar
mbetke
Licensed Customer
Posts: 1297
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
Contact:

Another bug I had several times with 6.10:

I have rendered window open, press save, after saving the UI flickers for several minutes. But not while saving the file. After saving is complete. I can't work on computer or switch windows during this anomaIy. Made a video.

https://youtu.be/dQjYPgpB-EY
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
neonZorglub
OctaneRender Team
Posts: 1029
Joined: Sun Jul 31, 2016 10:08 pm

mbetke wrote:The little button which makes the render fit to the screen doesn't work.
It just keeps on entered production resolution and shows part of the rendering in 1:1.
Hi mbetke,
That's right, you need to disable 'Use production resolution' when using 'Use window resolution' ..
This will be fixed in next release, 6.11

The flickering issue should be fixed too.
Thanks
User avatar
mbetke
Licensed Customer
Posts: 1297
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
Contact:

Thanks. Sounds good. Lags are annoying because it Interrupts the workflow.

Another bug:

I work with Quick Edit mode turned on. When I press now rebuilt scene 3ds max crashes. Changed a Forest pack object while doing that and needed to rebuilt scene because a forest pack object doesn't get updated properly with persistent mode as it seems.
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
ramone163
Licensed Customer
Posts: 253
Joined: Tue Aug 28, 2012 5:12 pm

Hi ramone163,
I could reproduce a similar big lag when trying to move/rotate, by turning on the Repeated Viewport Updates option, and I got no more lag when turning it off..
Your issue could come from another setting or some other plugin or max settings..
To find out, you could try to reset Octane global settings, using the following steps:
in the Global settings , click on "Explore User Settings Folder".
This should open the browser the location like "C:\Users\xxx\AppData\Local\Autodesk\3dsMax\2019 - 64bit\ENU\plugcfg_ln\"
Then, exit 3dsmax, and delete or rename the file octane3dsMaxConfig.cfg
(sorry for the inconvenience, there will be a 'Reset default settings' option in the next release..)
I just reset Octane Global settings, and now everything works fine.
Thank you neonZorglub
GPU: 980+1080+1080Ti; 3ds max;
Behance portfolio; Handmadefont.com;
coilbook
Licensed Customer
Posts: 3047
Joined: Mon Mar 24, 2014 2:27 pm

attaching an object to one element while octane viweport is open crashes max
coilbook
Licensed Customer
Posts: 3047
Joined: Mon Mar 24, 2014 2:27 pm

Can anyone from otoy tell me that over 1 min eval times and 30 seconds per frame after that for processing is normal. I attached the video. If this is how octane 4 then be it. I really expected no more than 5 sec eval times in octane 4 per frame.

This is like octane 3 performance. Brigade had no eval times in fly though camera videos Thanks
Attachments
FullSizeRender.MOV
(6.37 MiB) Downloaded 3323 times
User avatar
Goldorak
OctaneRender Team
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm
Contact:

coilbook wrote:Can anyone from otoy tell me that over 1 min eval times and 30 seconds per frame after that for processing is normal. I attached the video. If this is how octane 4 then be it. I really expected no more than 5 sec eval times in octane 4 per frame.

This is like octane 3 performance. Brigade had no eval times in fly though camera videos Thanks
Unless your scene is 100s of millions of unique primitives (in which case the copy to GPU will be the limiting factor), this does not seem normal. How big is your scene? Can you export to standalone/ORBX and confirm that it also happens there?
coilbook
Licensed Customer
Posts: 3047
Joined: Mon Mar 24, 2014 2:27 pm

Goldorak wrote:
coilbook wrote:Can anyone from otoy tell me that over 1 min eval times and 30 seconds per frame after that for processing is normal. I attached the video. If this is how octane 4 then be it. I really expected no more than 5 sec eval times in octane 4 per frame.

This is like octane 3 performance. Brigade had no eval times in fly though camera videos Thanks
Unless your scene is 100s of millions of unique primitives (in which case the copy to GPU will be the limiting factor), this does not seem normal. How big is your scene? Can you export to standalone/ORBX and confirm that it also happens there?
Thank you. The scene is massive. 2.3 gb just 3ds max. I will send it to you as PM. Maybe you can test it in 3ds max.
I really dont know how to export to ORBX I tried before it never worked.
Thanks
User avatar
Goldorak
OctaneRender Team
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm
Contact:

coilbook wrote:
Goldorak wrote:
coilbook wrote:Can anyone from otoy tell me that over 1 min eval times and 30 seconds per frame after that for processing is normal. I attached the video. If this is how octane 4 then be it. I really expected no more than 5 sec eval times in octane 4 per frame.

This is like octane 3 performance. Brigade had no eval times in fly though camera videos Thanks
Unless your scene is 100s of millions of unique primitives (in which case the copy to GPU will be the limiting factor), this does not seem normal. How big is your scene? Can you export to standalone/ORBX and confirm that it also happens there?
Thank you. The scene is massive. 2.3 gb just 3ds max. I will send it to you as PM. Maybe you can test it in 3ds max.
I really dont know how to export to ORBX I tried before it never worked.
Thanks
How many unique primitives in this scene?
coilbook
Licensed Customer
Posts: 3047
Joined: Mon Mar 24, 2014 2:27 pm

Goldorak wrote:
coilbook wrote:
Goldorak wrote:
This is like octane 3 performance. Brigade had no eval times in fly though camera videos Thanks
Unless your scene is 100s of millions of unique primitives (in which case the copy to GPU will be the limiting factor), this does not seem normal. How big is your scene? Can you export to standalone/ORBX and confirm that it also happens there?
Thank you. The scene is massive. 2.3 gb just 3ds max. I will send it to you as PM. Maybe you can test it in 3ds max.
I really dont know how to export to ORBX I tried before it never worked.
Thanks
How many unique primitives in this scene?[/quote]


The scene is pretty light 5208 objects plus some forest instances. Please see the image attached. So i don't understand why processing is slow. We do have some cars in the city that move. it is 25 seconds per frame to process. Thanks
Attachments
stats.jpg
Post Reply

Return to “Releases”