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Re: OctaneRender® for 3ds max® v2.15

Posted: Tue Dec 16, 2014 3:08 am
by bcravin
Love all the extra passes, Thanks Karba. Is there any way to get them all embedded inside the EXR rather than rendering all the passes as separate files?

UPDATE: I just did a render with the new available render passes and they all rendered black frames :(

Re: OctaneRender® for 3ds max® v2.15

Posted: Tue Dec 16, 2014 8:35 am
by Karba
nildoe wrote:Thx for the release Karba!

Question regarding the double sided materials, does this mean that now double-sided materials from vray for example are converted properly or do we still have to do conversion manually?

Nildo
I will update material converter at some point. I haven't touched for ages.

Re: OctaneRender® for 3ds max® v2.15

Posted: Tue Dec 16, 2014 8:36 am
by Karba
coilbook wrote:Thank you

But still no net GPU indicator since it disappeared in 2.13
I will check

Re: OctaneRender® for 3ds max® v2.15

Posted: Tue Dec 16, 2014 8:36 am
by Karba
bcravin wrote:Love all the extra passes, Thanks Karba. Is there any way to get them all embedded inside the EXR rather than rendering all the passes as separate files?

UPDATE: I just did a render with the new available render passes and they all rendered black frames :(
Sorry for that, I will fix it as soon as possible.

Re: OctaneRender® for 3ds max® v2.15

Posted: Tue Dec 16, 2014 8:51 am
by 3dgeeks
Regarding new Passes, most of the new passes are coming out as black when Im network rendering to backburner, but seem ok when i am porting to max frame buffer.??
I will update material converter at some point. I haven't touched for ages.
This would be good. It would be good to get the same level of conversion that Corona achieves for Vray scenes.

Re: OctaneRender® for 3ds max® v2.15

Posted: Tue Dec 16, 2014 9:40 am
by RobSteady
Karba wrote:I will update material converter at some point. I haven't touched for ages.
That would be very much appreciated.

Re: OctaneRender® for 3ds max® v2.15

Posted: Tue Dec 16, 2014 1:14 pm
by HHbomb
Karba wrote:
I will update material converter at some point. I haven't touched for ages.
It would be complicated to make a bidirectionnal converter ? vray to octane, and octane to vray ?

Re: OctaneRender® for 3ds max® v2.15

Posted: Tue Dec 16, 2014 5:16 pm
by bcravin
Hi Karba, I posted in the previous release thread but did not get any reply. The issues still appear in 2.15 so I will repost here:

I have seen many posts about the Matte Objects and how they are not Ideal. I am rendering a ship that I need to composite into a live action shot. I try to render the ship with a ground plane that has a Diffuse Material and the Matte button selected. Nothing else is in the scene to account for the shadowing that is hitting the ground plane. Am I doing something wrong? If so, can I get some guidance?

I'm also running into an issue when I set my Motion Blur Duration to .5 my "enable motion blur" radial button begins working in reverse. I turn on Motion Blur and it turns off, and when I turn off Motion Blur it turns on. Also, sometimes It just doesn't render motion blur even though the motion blur option is on. I end up having to reboot max to get it to render correctly.

I also have a question about motion blur duration. Is the value of 1 equal to 1/48 (at 24 fps) or 1/24?

Image

Image

Re: OctaneRender® for 3ds max® v2.15

Posted: Wed Dec 17, 2014 10:45 am
by Berge
Cant turn off object shadow or reflection anymore. Anybody else have this?

Re: OctaneRender® for 3ds max® v2.15

Posted: Thu Dec 18, 2014 5:53 pm
by acc24ex
bought the extra 2.15 licence for network rendering - manage to work it out, but I continuously have issues such as, rendering stops at 7-8 samples, the other computer log says "expected tonemap type2 but got tonemap type 0"


- also plugin keeps on telling me I have to activate the plugin when no deactivation took place, on both the deamon and 3dmax plugin - is this a recorded issue, or should I worry that someone hacked my account and tries to use my account??


- now, I would expect more flawless working plugin - what sort of stuff do we need to keep in mind when working in network rendering mode - it's a bit crappy when I leave rendering on and it stops after a few seconds, only to find that out an hour later..

- on the upside - managed to get this interior rendering in 5 mins with 8 gpu cores - I'm thinking this could be done in an hour in full HD with more optimisations, which is great, everything seems stable so far, running an old heavy interior scene

- also is there a network monitoring tool to identify if connection broke or something?
- right now I'm chechking for temps to see if everything is working
3.jpg
EDIT> netywork rendering seems to work OK with no glitches on a new simpler scene -
quick zbrush doodle, and heavy material SSS mix
3.jpg