OctaneRender® for 3ds max® v2023.1 Beta 3 - 14.01

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neonZorglub
OctaneRender Team
Posts: 1005
Joined: Sun Jul 31, 2016 10:08 pm

pavelhuerta wrote:Hi,

what about to improve the displacement to not break the mesh geometries? Like the next example:
The attachment displacementProblem.jpg is no longer available
I hope Otoy put more attention to improve actual features...
Hi pavelhuerta,

There should be 'Compatibility Mode' options in each new / updated element, in order to preserve older scene's render result.
See for example for the Vertex displacement texture:
Vertex_displacement_compatibiliryMode.png
Those modes should be set automatically when loading an old scene, but there might be an issue here..
Could you try to manually check and set those modes in your scene, to see if you can get your expected render result ?

I'll have a look at the automatic setting that seems to be incorrect in some cases..
Could you share a sample, or send me an old scene by PM ?

Thanks
neonZorglub
OctaneRender Team
Posts: 1005
Joined: Sun Jul 31, 2016 10:08 pm

HHbomb wrote:
layers order.JPG
Hi !
When using Output AOV it is very annoying to have layers listed not in the same order.
Hi HHbomb,
That's right ! This will be fixed in the next release.
Thanks !
neonZorglub
OctaneRender Team
Posts: 1005
Joined: Sun Jul 31, 2016 10:08 pm

HHbomb wrote:Hi ! Thanks for this beta.
I have questions regarding analytic lights.
- we need a emitter texture to control light power ?
- do analytic lights will have all settings as regular lights ( visibility, ...) as C4d version do have ?
Thanks
Hi HHbomb,

Yes, you need to set an Emission texture in the Analytic light to control power and use all the other settings from the emission..
This is not 'integrated' in the light dialog, because of the new 'switch' textures : you can setup several emission textures, and select witch one to apply. That allows for example to animate a light, changing from a Texture emission of some color, poser, etc, to a Black body emission texture, with other settings..

Currently you need to edit the emission texture in the material editor.
In the future, I'll try to add a new rollup in the lights dialog, to edit all / most of the selected emission texture parameters..

Thanks
neonZorglub
OctaneRender Team
Posts: 1005
Joined: Sun Jul 31, 2016 10:08 pm

mbetke wrote:It seems my pre 2023.1 materials are set to the current version by default. This causes my errors.

Another issue I experience is a color shift in my colorcorrection node. The HUE shifts from 0.9 to another value making my material blue.
It happens after I apply it from my material library to the Material Editor.
Hi mbetke,
Thank you for reporting this issue.
Currently, the use of material libraries do not provide correct conversion from older version..
The .mat file do not contain Octane version information, so the converter only consider the current scene version..
For the Hue version 2022.1.1 and older, the value was in the range -1 to +1. In 2023.1, this has changed to -180 / +180, so the conversion is to multiply the old value by 180. You might have saved the material library after this conversion, with a 2023.1 version, but when loading an old scene, and opening the library, it convert it again, resulting in values over 1000..

Note that there must be several other issues when loading even older .mat files, as none of the fixes / updates can be applied ..

I don't see a good work around for the moment, apart manually converting libraries.. that would be like:
-re-install a previous version of the plugin
-create a scene, open your libraries, assign each material to the scene / material editor,
-save the scene
-install the plugin v2023.1 Beta 3 - 14.01
-load the scene, re-create a new version of the libraries from the scene materials

I'll try to find a good solution for the next release.
Thanks
User avatar
mbetke
Licensed Customer
Posts: 1293
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
Contact:

I will leave my libraries alone for now until we get a final version.
As a long term Octane User, I have a lot of libraries. Most of them are calibrated RAL-Colors, special materials which I reuse on my clients projects. Like colored woods they use. A lot of stuff which needs to look the same for each client. So every time you guys change something with the material system and tell me to convert manually, I'm on red alert. :lol:
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
HHbomb
Licensed Customer
Posts: 1371
Joined: Wed Jun 30, 2010 8:45 pm
Contact:

AOVOPTION.jpg
Hi ! I found what I was looking for.
Could it be posssible to find this in the AOV nodes in Slate ?
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

When using 3ds max Damper octane's projection never works and procedural texture like noise, etc never sticks to it.
Attachments
damper.zip
(955.78 KiB) Downloaded 63 times
darstellungsart
Licensed Customer
Posts: 10
Joined: Mon Dec 16, 2019 1:03 am

Color correction node: Hue is not working anymore.
Gradient texture node: I cannot add new intermediate points.
Tex selector node: Texture count cannot be changed or resets.
Camera: can't select OCIO view profile.

Max2024
Last edited by darstellungsart on Fri Sep 22, 2023 3:09 pm, edited 1 time in total.
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Slaves fail when out of core is used. If the scene uses over 2-3gb out of core ram, slaves fail. Eval times are high. Please fix this. Each slaves was given 16gb of ram. Each PC has 128 gb of ram.

It gets worse when phoenix and tyflow are used
neonZorglub
OctaneRender Team
Posts: 1005
Joined: Sun Jul 31, 2016 10:08 pm

darstellungsart wrote:Color correction node: Hue is not working anymore.
Gradient texture node: I cannot add new intermediate points.
Tex selector node: Texture count cannot be changed or resets.
Camera: can't select OCIO view profile.

Max2024
Hi darstellungsart,
Thanks for reporting those issues!
The color correction should work, but the values are now in the range -180, +180 instead of -1 , +1, so you won't see much effect by changing values around 1.0 .. Loading old scene should convert the values automatically (except for materials from a Material Library .mat file .. that will be handled in the next release)
The other issues will be fixed in the next release.
Thanks
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