Dear Octane team.
tinkering with this for a while today.
Thanks to all concerned for pulling this off.
This thing just f****** rocks.
I can't see myself using any other renderer in Max. Ever.
Happy Christmas and well done to all. I'm sure we'll moan about one thing or another in the coming months (as the depersonalisation of the internet allows us to) but, hands down, it's cutting edge stuff. You should be proud of what you've done here. Nothing short of a rendering revolution in my very humble opinion. Hats off. Take a bow.
OctaneRender® for 3ds max® v1.0 beta 2.56 [OBSOLETED]
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- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
I would like to see the mixing results in the material slots
If you copy/instance textures in the other slots you will work in blind mode, all slots will be black.
Material slots are not computed by gpus and are far from a correct material. Yes, we can assign our black material over the 3d objects and tune it but when we will be in the construct phase we will work in blind mode. In Octane standalone the material preview is really professional.
A lot of Octane for Max mixed materials can't be visualized in the shaded viewport.
Who has experience with vray or mentalray materials can work in blind mode.
BTW, Octane for Max is really impressive.
The realtime rendering experience is started today.
Now it's the time to implement instances and realtime transformations: move, scale, rotate, + mesh/poly modifiers
Another good feature is the possibility to save animations without to load the scene within every frame. A good script can do it.
If you copy/instance textures in the other slots you will work in blind mode, all slots will be black.
Material slots are not computed by gpus and are far from a correct material. Yes, we can assign our black material over the 3d objects and tune it but when we will be in the construct phase we will work in blind mode. In Octane standalone the material preview is really professional.
A lot of Octane for Max mixed materials can't be visualized in the shaded viewport.
Who has experience with vray or mentalray materials can work in blind mode.
BTW, Octane for Max is really impressive.
The realtime rendering experience is started today.
Now it's the time to implement instances and realtime transformations: move, scale, rotate, + mesh/poly modifiers
Another good feature is the possibility to save animations without to load the scene within every frame. A good script can do it.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Are you saying that the scene has to be translated between all frames?
So if the scene translation takes 5 minutes pr frame and you render 100 frames you have to add 500 minutes to the render time?
This has to be false, confirm or deny
So if the scene translation takes 5 minutes pr frame and you render 100 frames you have to add 500 minutes to the render time?
This has to be false, confirm or deny
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
I confirm because Octane suppose that the scene has moving objects....then has to translate the scene on every frame...[gk] wrote:Are you saying that the scene has to be translated between all frames?
So if the scene translation takes 5 minutes pr frame and you render 100 frames you have to add 500 minutes to the render time?
This has to be false, confirm or deny
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
From testing out the octane3dsmax plugin, I can say that it is AWESOME
. Although I do notice a certain lack in performance compared to the standalone version. I did simple test with the usual max objects like teapots and cylinders on a plane with color diffuse materials and for lighting I used daylight. I rendered with pathtracing and took around 300 to 400 samples for clean result. In the standalone version it took about 100 samples.
Can anyone else confirm this or have tried test's like this.

Can anyone else confirm this or have tried test's like this.
- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
I did another test scene between octane standalone version and octanefor3dsmax version. Simple box with teapot which both have diffuse materials. Pathtracing was used to render for 1000 samples. This sounds like a bug to me unless someone would mind trying the same setup and confirming this, so I know it is not problem with my hardware but an issue with the plugin.
octane standalone

octane3dsmax

octane standalone

octane3dsmax

- jamestmather
- Posts: 112
- Joined: Fri Jan 22, 2010 7:04 pm
I agree with this assessment and conducted a similar test. My results were identical to yours and estimated that (with path tracing) the 3ds max version took about four or so times longer to reach a similar level of noise. There seemed to be persistent lighter pixels in the shadows that were tough to get smoothed out. I'm using a 480m in a laptop (if that means anything).
- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
Hi, jamestmather. My GPU is a PC GTX 470 so it is only a minor difference in performance. Still I find this a bit funny since it was going to be released on the 1st december and they wanted to spend extra time to make sure everything works only to have infected renders. 
