Hi Karba
I read about octane stand alone "Added option "static noise" to the direct lighting and the path tracing kernels, which is disabled by default. When enabled, the noise is static, i.e. doesn't change between frames. Well, currently it still changes a bit, because some parts are still using random sampling, but we will improve it in the future. For now, we want to bring back the possibility to have dynamic noise, i.e. noise that changes every frame."
Can we please get this option for 3ds max plugin or is it there already. It looks like the noise is not static anymore and we do a lot of cg cartoons and dynamic noise destroys the picture especially background. Thank you!
OctaneRender® for 3ds max® v2.11.1
Forum rules
Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
Ups, I forgot to add this option. I will fix it tomorrow.coilbook wrote:Hi Karba
I read about octane stand alone "Added option "static noise" to the direct lighting and the path tracing kernels, which is disabled by default. When enabled, the noise is static, i.e. doesn't change between frames. Well, currently it still changes a bit, because some parts are still using random sampling, but we will improve it in the future. For now, we want to bring back the possibility to have dynamic noise, i.e. noise that changes every frame."
Can we please get this option for 3ds max plugin or is it there already. It looks like the noise is not static anymore and we do a lot of cg cartoons and dynamic noise destroys the picture especially background. Thank you!
Thank you!Karba wrote:Ups, I forgot to add this option. I will fix it tomorrow.coilbook wrote:Hi Karba
I read about octane stand alone "Added option "static noise" to the direct lighting and the path tracing kernels, which is disabled by default. When enabled, the noise is static, i.e. doesn't change between frames. Well, currently it still changes a bit, because some parts are still using random sampling, but we will improve it in the future. For now, we want to bring back the possibility to have dynamic noise, i.e. noise that changes every frame."
Can we please get this option for 3ds max plugin or is it there already. It looks like the noise is not static anymore and we do a lot of cg cartoons and dynamic noise destroys the picture especially background. Thank you!
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
thank you.
Currently I'm working with the 2.1 and I can say that the gap between Vray and Octane is ended. Now I can handle huge scenes and masterplans without problems.
Proxies work great and displacement feature too. Hemispherical textures work as hdrs, finally I can use my Hyperfocal library without create domes.
Coherent mode changes everything and setting the GI clamp to 1 we have zero fireflies.
- I would like to know if it's possible to have coherent feature within the PMC kernel.
- If it is possible to have convergence (focused caustics) within the PT kernel
- I'm always asking for target ies lights since when I was born....
- If is possible to visualize the render passes through a menu in the Octane frame buffer windows. I want to focus only on the frame buffer.
- if it's possible to add a superimposed (independent by the camera) brightness, contrast, gamma, hue, saturation directly on the frame buffer gui.
- if it's possible to have a white thin frame in the Octane frame buffer when the alpha channel is enabled. Now the checker board pattern has infinite boundaries.
regards
Currently I'm working with the 2.1 and I can say that the gap between Vray and Octane is ended. Now I can handle huge scenes and masterplans without problems.
Proxies work great and displacement feature too. Hemispherical textures work as hdrs, finally I can use my Hyperfocal library without create domes.
Coherent mode changes everything and setting the GI clamp to 1 we have zero fireflies.
- I would like to know if it's possible to have coherent feature within the PMC kernel.
- If it is possible to have convergence (focused caustics) within the PT kernel
- I'm always asking for target ies lights since when I was born....

- If is possible to visualize the render passes through a menu in the Octane frame buffer windows. I want to focus only on the frame buffer.
- if it's possible to add a superimposed (independent by the camera) brightness, contrast, gamma, hue, saturation directly on the frame buffer gui.
- if it's possible to have a white thin frame in the Octane frame buffer when the alpha channel is enabled. Now the checker board pattern has infinite boundaries.
regards
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Thanks Karba
is there a way to have passes in OctaneRender Viewport ?
is there a way to have passes in OctaneRender Viewport ?
- Elvissuperstar007
- Posts: 2507
- Joined: Thu May 20, 2010 8:20 am
- Location: Ukraine/Russia
- Contact:
accidentally clicked on the error log, there is already a default bug
- Attachments
-
- octane 2.11.1 141014 142452.log
- (220 Bytes) Downloaded 186 times
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Page octane render " В Контакте " http://vkontakte.ru/club17913093