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Re: OctaneRender® for 3ds max® v2.0a

Posted: Wed Jun 11, 2014 10:40 am
by Chris
Karba wrote:
Chris wrote:Does the Sky texture in daylight actually work? When I connect an environment map with a rgb texture nothing happens.
You have to connect rgb texture directly.
Alright, cheers :)

Re: OctaneRender® for 3ds max® v2.0a

Posted: Wed Jun 11, 2014 2:27 pm
by oguzbir
First, A big applause for the new release especially you Karba for the max integration. :D

To understand it even better. I'd like to ask about the motion blur duration in Render Settings.
At first I' wasn't sure if it's octane core bug or max plugin bug. I tested even more I can see that issue is max plugin only. Standalone works as should be.
EDIT: Problem does exist in Standalone as well. In order to see the problem you should increase shutter interval so high, say above 50, but in max this problem occurs in lower values

Below you can see two example scenes.
One is a car animation still to test motion blur. Other is a light trail effect.
The scene is done in Max plugin.

The car scene is based on real world units. I managed to calculate the rotation speed of the wheel in a real world scenario. Here the car drives around 80km/hr.
I rendered the car with different motion blur duration. Compared the motion blur with real-life car photographs with shot with low shutter speed.

The problem here is the wheel gets scaled due to motion blur. and with even higher motion blur durations, the wheel turns in to a box shape.

To test this problem further I created a simplest scene to mimic car taillight trail effect on a empty scene. Also this scene is based on real life units. Assume the dark spline as the road.
red as the tail lights. Here is a simulation of a car driving a 2km road. with a speed that it covers 2km road in 1 minute.

I'd liked to see the trail all the way long, or say 100 meters or trail length.
The problem starts again when increasing the motion blur duration.
So that didn't work either. If I increase the MBduration the trails does not obey that road/path.

I guess this is a calculation problem.
I tested further more. I checked if my scenes's fps was wrong or the animation duration were wrong. Double checked but alas. If I change the animation, (tried shortening it or tried to set animation frames to double or even triple. The result doesnt change.

I also tried to increase the fstop in Imager dialog. But that doesn't interact with the motion blur. To my understanding. Camera Fstop does not work accordingly with the motion blur.

So the problem is current motion blur calculation gets messed up when exagerated.
All I care about is to see a perfectly rotating Car wheels with decent motion blur. I'm sure it wont be noticed in animation renderings but I really care for still renders.

I tried export the scene to standalone 2.0. it worked great. Increasing the shutter interval did the trick and it worked great.

So the question is is shutter interval and motion blur duration are the same or not.

Please implement or correct this.
Thanks,

Re: OctaneRender® for 3ds max® v2.0a

Posted: Wed Jun 11, 2014 4:58 pm
by Ibon_83
Hi, I'm using an RGB image (.hdr) as sky texture, and it seems that it causes a lot of fireflies. It doesn't matter if I let it cook for many time, they don't disappear. Does anyone know what can I do?

Image

Many thanks in advance

Re: OctaneRender® for 3ds max® v2.0a

Posted: Wed Jun 11, 2014 6:02 pm
by andredms
There are no uninstall instructions in the manual or a control panel link - how to correctly uninstall the 1.5 plugin? Is it possible to have both Max plugin versions installed?

Re: OctaneRender® for 3ds max® v2.0a

Posted: Wed Jun 11, 2014 9:47 pm
by muski
oguzbir wrote:First, A big applause for the new release especially you Karba for the max integration. :D

To understand it even better. I'd like to ask about the motion blur duration in Render Settings.
At first I' wasn't sure if it's octane core bug or max plugin bug. I tested even more I can see that issue is max plugin only. Standalone works as should be.
EDIT: Problem does exist in Standalone as well. In order to see the problem you should increase shutter interval so high, say above 50, but in max this problem occurs in lower values

Below you can see two example scenes.
One is a car animation still to test motion blur. Other is a light trail effect.
The scene is done in Max plugin.

The car scene is based on real world units. I managed to calculate the rotation speed of the wheel in a real world scenario. Here the car drives around 80km/hr.
I rendered the car with different motion blur duration. Compared the motion blur with real-life car photographs with shot with low shutter speed.

The problem here is the wheel gets scaled due to motion blur. and with even higher motion blur durations, the wheel turns in to a box shape.

To test this problem further I created a simplest scene to mimic car taillight trail effect on a empty scene. Also this scene is based on real life units. Assume the dark spline as the road.
red as the tail lights. Here is a simulation of a car driving a 2km road. with a speed that it covers 2km road in 1 minute.

I'd liked to see the trail all the way long, or say 100 meters or trail length.
The problem starts again when increasing the motion blur duration.
So that didn't work either. If I increase the MBduration the trails does not obey that road/path.

I guess this is a calculation problem.
I tested further more. I checked if my scenes's fps was wrong or the animation duration were wrong. Double checked but alas. If I change the animation, (tried shortening it or tried to set animation frames to double or even triple. The result doesnt change.

I also tried to increase the fstop in Imager dialog. But that doesn't interact with the motion blur. To my understanding. Camera Fstop does not work accordingly with the motion blur.

So the problem is current motion blur calculation gets messed up when exagerated.
All I care about is to see a perfectly rotating Car wheels with decent motion blur. I'm sure it wont be noticed in animation renderings but I really care for still renders.

I tried export the scene to standalone 2.0. it worked great. Increasing the shutter interval did the trick and it worked great.

So the question is is shutter interval and motion blur duration are the same or not.

Please implement or correct this.
Thanks,
Have you tried to increase the number of mblur samples on the octane object properties?

Re: OctaneRender® for 3ds max® v2.0a

Posted: Wed Jun 11, 2014 11:09 pm
by oguzbir
muski wrote: Have you tried to increase the number of mblur samples on the octane object properties?
@Muski
Oh my...!! :oops: I'm so embarresed. Man... i couldn't find that in the manual.
Thanks for the info. You saved my day...

Now it's working properly.

Re: OctaneRender® for 3ds max® v2.0a

Posted: Thu Jun 12, 2014 12:48 am
by merid888
i can't actívate my license is the same window, i been deactivated and activated again and is the error
please, help me
thank you

Re: OctaneRender® for 3ds max® v2.0a

Posted: Thu Jun 12, 2014 2:24 am
by Karba
merid888 wrote:i can't actívate my license is the same window, i been deactivated and activated again and is the error
please, help me
thank you
Have you purchased 2.0 license upgrade?

Re: OctaneRender® for 3ds max® v2.0a

Posted: Thu Jun 12, 2014 5:35 am
by nildoe
I Upgraded my licenses to 2.0, and now everytime i open the material browser to select a map/material im getting a plugin error "Missing Dlls Filename: octane3dsmax.dlr Class: SuperClass: 0xC10" , like octane is not properly installed..but after i click "Open" it seems to show all the materials and maps

win7 sp1 max14 sp3

Edit: Important to say that it happens only once per max session...

Re: OctaneRender® for 3ds max® v2.0a

Posted: Thu Jun 12, 2014 10:07 am
network rendering works now!, but I was hoping that slave mode works also on computers without octane licence :(, will this be available in the future?