OctaneRender® for 3ds max® v1.02[Test]

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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Jaberwocky
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Thanks Karba
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Vanya
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Vanya wrote:
Karba wrote:
Vanya wrote:

Kabra, i did not find what it means 'rayepsilon'. Please explain what that means?

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OctaneRender® for 3ds max®
cfrank78
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Posts: 328
Joined: Sat Nov 17, 2012 11:44 pm

Tested 2 hours now and made a quick animation! worked really great so far. Cam is fixed, post processing woring - just great!

But the german interface is still not working correctly. is it really so hard to fix that?

Kind regards chris!
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Elvissuperstar007
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Karba thanks a lot! I have time to do an animation )))))))))))))))))
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suvakas
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Posts: 503
Joined: Sun Jun 12, 2011 10:26 am

Yes, everything is working fine so far.
Thanks !

Ps. Also thanks for "Render hidden geometry" option. It's now possible to work with a lot more heavy scenes and still maintain interactivity.

Suv
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merid888

new test octanrender, time 47 seconds, sixe 1200 x 1000 px, directlight, ambien oclussion, samples 500, 3dsmax and octanerender 1.02 for max
regards
i love it the sun in the water, nice, thank you karba !!! :D
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oguzbir
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Joined: Fri Jun 25, 2010 12:30 am
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Vanya wrote: But stendelon version does not use ~200mb right?
Because stendelon shows -/1536/1536.
Just plug 3ds =/ sorrowfully :|
Hi Vanya
The thing is when 3dsmax uses direct3D or Nitrous, the viewport allocates a the scene data, a big amout of memory to the display GPU's Vram.
Lets say If this is a detailed car model.. The model and textures already takes up 500-700MB in GPU.
When you render it, Octane render as well as other renderers like iray, They too allocate the memory model, frame buffer, texture in to the vram on top of the 3Dsmax viewport data in memory.
This is just the way it works.

What you can do is to change your 3Dsmax Graphics mode to Open GL. OpenGL does not allocate the memory with model and textures. So basicly you'll have much room in MB's to use in rendering.

You can always practice your gpu memory conditions with softwares like GPU-Z or GPU Temp.
Hope it helps
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Vanya
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Location: Cyprus
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oguzbir wrote:
Vanya wrote: But stendelon version does not use ~200mb right?
Because stendelon shows -/1536/1536.
Just plug 3ds =/ sorrowfully :|
Hi Vanya
The thing is when 3dsmax uses direct3D or Nitrous, the viewport allocates a the scene data, a big amout of memory to the display GPU's Vram.
Lets say If this is a detailed car model.. The model and textures already takes up 500-700MB in GPU.
When you render it, Octane render as well as other renderers like iray, They too allocate the memory model, frame buffer, texture in to the vram on top of the 3Dsmax viewport data in memory.
This is just the way it works.

What you can do is to change your 3Dsmax Graphics mode to Open GL. OpenGL does not allocate the memory with model and textures. So basicly you'll have much room in MB's to use in rendering.

You can always practice your gpu memory conditions with softwares like GPU-Z or GPU Temp.
Hope it helps
Thank you very much, I'll try.

Core i5 76o @ 2.8o GHz | ZOTAC gtx58o AMP 1536Mb | MSI gtx46o 1o24Mb | Corsair ForceGT SSD12o | Gskill 16Gb RAM 16ooMHz
OctaneRender® for 3ds max®
darkline
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Posts: 291
Joined: Wed Mar 07, 2012 11:56 pm

Not sure if this is a bug, but the 'index' on glossy material doesn't seem to work, it just switches between two states from 1.0 to 1.01
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
jauffrey
Licensed Customer
Posts: 15
Joined: Sat Aug 06, 2011 4:46 pm

hello vram problem
one jet gtx 680 "4GB" main display and vram octane only shows me that "1256m" go jet also 3xgtx 590 "vram 1500m"
its a bug???
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