Hi tombyrom,
The new displacement feature is still not functioning. This was essentially due to a communication oversight. An unexpected issue arose between releases during development, which required us to postpone the fix to an upcoming release.
Regards
Paride
OctaneRender® for 3ds max® v2026.1 Alpha3 - 26.01
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Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
- paride4331
- Posts: 3823
- Joined: Fri Sep 18, 2015 7:19 am
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Hi,
For some reason when using a quick mesh and point cloud with octane we cannot render flowers and leaves. Is it a bug? (We are using itoo 9 Forest IVY)
For some reason when using a quick mesh and point cloud with octane we cannot render flowers and leaves. Is it a bug? (We are using itoo 9 Forest IVY)
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- octane ivy.rar
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Yes you can only render full geometry for ForestIvy. I had a project with a huge wall and had to switch back to a common 3D model.
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
this is from itoo people. Can you please add support for forest ivy?coilbook wrote: Wed Sep 03, 2025 3:23 pm Hi,
For some reason when using a quick mesh and point cloud with octane we cannot render flowers and leaves. Is it a bug? (We are using itoo 9 Forest IVY)
"It appears that Octane Render is currently unable to process the ForestIvy structure. Therefore, the Mesh Viewport mode must be used to render the object accurately. I’m afraid that we can't do much more in this case. For developers of render engines that don't have an SDK (like the mentioned Octane), we provide an internal API written in C++ for the 3ds Max SDK. They use this data to generate the instances directly in their render engine, and the final implementation of ForestPack's features depends on the way it's done for that specific render engine."
- neonZorglub
- Posts: 1026
- Joined: Sun Jul 31, 2016 10:08 pm
Hi coilbook,coilbook wrote: Sun Sep 07, 2025 2:42 pmthis is from itoo people. Can you please add support for forest ivy?coilbook wrote: Wed Sep 03, 2025 3:23 pm Hi,
For some reason when using a quick mesh and point cloud with octane we cannot render flowers and leaves. Is it a bug? (We are using itoo 9 Forest IVY)
"It appears that Octane Render is currently unable to process the ForestIvy structure. Therefore, the Mesh Viewport mode must be used to render the object accurately. I’m afraid that we can't do much more in this case. For developers of render engines that don't have an SDK (like the mentioned Octane), we provide an internal API written in C++ for the 3ds Max SDK. They use this data to generate the instances directly in their render engine, and the final implementation of ForestPack's features depends on the way it's done for that specific render engine."
That's right, the ForestPack IVY objects are not natively supported in current versions.
We are adding support for the next versions (16.09 and 26.02)
Thanks
neonZorglub, just letting you know that I was getting OSL update issues in the slate editor with this 2026 version. Clicking between different OSL textures in the Slate editor would result in a visual merging of parameters, caching previous OSL texture params and displaying them in the next one - making it almost impossible to update correct ones, even re-opening max did not work, looked like some weird caching issue.
I just switched back to your latest 2025 build (todays) and it its stable. However, there is a seperate issue where changing a value in a float range for example looks to refresh other params whilst you are moving the float up and down.
Edit:
Actually, I think I've pinpointed the root cause, as the same issue is now happening in 2025 version. Seems that when you have one OSL texture going into an input of another OSL texture it starts to get really buggy in the slate editor. This does not happen in standalone. I will get a simplifed version so you can debug.
Edit two:
It seems that actually, there is some sort of caching issue as now my 2025 install has the exact same issues as 2026, even after decoupling the OSL textures, they exhibit weird behavior when changing params within it. Video - https://drive.google.com/file/d/1G2iMdtCLwecDJccY60RPgNFd9OnUcN45/view?usp=sharing
I just switched back to your latest 2025 build (todays) and it its stable. However, there is a seperate issue where changing a value in a float range for example looks to refresh other params whilst you are moving the float up and down.
Edit:
Actually, I think I've pinpointed the root cause, as the same issue is now happening in 2025 version. Seems that when you have one OSL texture going into an input of another OSL texture it starts to get really buggy in the slate editor. This does not happen in standalone. I will get a simplifed version so you can debug.
Edit two:
It seems that actually, there is some sort of caching issue as now my 2025 install has the exact same issues as 2026, even after decoupling the OSL textures, they exhibit weird behavior when changing params within it. Video - https://drive.google.com/file/d/1G2iMdtCLwecDJccY60RPgNFd9OnUcN45/view?usp=sharing