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Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 2:52 am
by coilbook
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!

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 2:56 am
by Karba
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!
Ups, I forgot to add this option. I will fix it tomorrow.

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 2:57 am
by coilbook
Karba wrote:
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!
Ups, I forgot to add this option. I will fix it tomorrow.
Thank you!

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 6:21 am
by Goldisart
Karba - thank you very much for render elements - i can now apply denoiser - selectively

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 6:44 am
by 3dgeeks
Great work guys, some really appreciated features in there eg Elements, noise and color correct.

Is there still a plan to have a displacement override as I havent see it in the new build?

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 7:17 am
by gabrielefx
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

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 7:19 am
by bicket
Thanks Karba

is there a way to have passes in OctaneRender Viewport ?

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 7:31 am
by ka-ra
Hello Karba,

Thanks for all features.

The Eneable filtering option doesn't work in the render element.

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 8:19 am
by Elvissuperstar007
accidentally clicked on the error log, there is already a default bug

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 9:01 am
by 3dgeeks
Is it possible to add more passes, ie Mat ID pass, zdepth.