Octane for Max first test

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gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

Hi friends!

first of all many thanks to the Refractive Software team, they did a masterpiece.

I had a scene created in Vray, the same old scene that I've converted for Octane 2.52 standalone using the gw:obj exporter.

I installed the Octane for Max plugin (2012) and loaded this original vray scene.
In a snap I converted all materials except for some vraylightmaterials and many that had the colorcorrector modifier. Manually I converted them.
It was very simple to tune the materials inside Max.
Probably bumps were flipped and exaggerate.

In few minutes I was able to change many parameters in realtime: IMPOSSIBLE to do now this at the same speed with Arion, iray, vray-rt...believe me.
I hope that the Refractive team will speed up the conversion progress, this scene took 110 seconds to be converted.

Having me 4xGTX580 with 3GB I would like to see a log window that show me what textures are loaded and what don't, in fact in Max we use an unlimited number of textures, we don't mind if we exceed 64 bitmaps. I know this is a CUDA limit but I know that here there are people that work in Nvidia. They will understand.

BTW Octane for Max is a great software and I want to thank you Andrey for his immense knowledge about the Max sdk.

Here I attached two renders. The first one was renderized in 60 minutes at 1600x1200, the second one at 3500x2500 all night long (8 hours).
I applied a dust and scratches filter with PS because after the render you can't apply filters to the Max framebuffer to delete some fireflies.
Then I applied a colorcast remove filter with Nik
Attachments
test_octane_save2.jpg
octane_test_big.jpg
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Very very nice work for a first try :)
Good to see the vray material translator working like this,
Did you have to do much additional finetuning ?

What do you think the diffence in time of work would have been if the vray material translation was available in octanerender for 3ds max ?

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
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gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

radiance wrote:Very very nice work for a first try :)
Good to see the vray material translator working like this,
Did you have to do much additional finetuning ?

What do you think the diffence in time of work would have been if the vray material translation was available in octanerender for 3ds max ?

Radiance
not so much work with fine tuning
vray material translator works at the speed of light!
Unfortunately vray users use the Max colorcorrect and cuneytozdas colorcorrect plugin for many materials.
Would be nice if Octane have a colorcorrector node.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
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Sportler
Licensed Customer
Posts: 96
Joined: Fri Jul 22, 2011 3:37 pm
Location: Norway

Looks great! I'd be really interested in seeing the original scene rendered with Vray :)
GPU: 1x Nvidia RTX 3080 Ti
RAM: 64GB DDR4 3200MHz
CPU: 5950x
Alain
Licensed Customer
Posts: 270
Joined: Tue Jan 12, 2010 12:12 pm

gabrielefx wrote:
radiance wrote:Very very nice work for a first try :)
Good to see the vray material translator working like this,
Did you have to do much additional finetuning ?

What do you think the diffence in time of work would have been if the vray material translation was available in octanerender for 3ds max ?

Radiance
not so much work with fine tuning
vray material translator works at the speed of light!
Unfortunately vray users use the Max colorcorrect and cuneytozdas colorcorrect plugin for many materials.
Would be nice if Octane have a colorcorrector node.
Yes a Colorcorrect-Node would be very usefull ! :-)

Kind regards
Alain
Intel Pentium 2.8 GHz 2 Cores, 8 GB RAM, GeForce GTX Titan 8GB, Blender 2.72b, Win 7 64 Bit
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