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Re: OctaneRender® for 3ds max® v2.22.2 - 1.0 [TEST]

Posted: Wed Apr 15, 2015 8:54 am
by mbetke
Do we get targeted IES lights now who are so long in request from Gabriel and others?

Re: OctaneRender® for 3ds max® v2.22.2 - 1.0 [TEST]

Posted: Wed Apr 15, 2015 10:28 am
by dawe
nagboy wrote:Render output looks crazy... Grain everywhere, strange color grain in the lights.
Confirmed here to, regarding the Octane render frame buffer. Every value over 1.0 gets strange noise patterns. even if tonemapped is checked. If I copy it over to max frame buffer it looks OK.
Also there is no alpha in the Info channels when render them out as elements. Or have I missed something?

Nvidia driver: 344.75

othervise than that, Thanks! This really start to take shape as a production renderer :D With the layers and all!

Best
//Daniel

Edit: I still get strange motioon blur behavior on movable proxy objects conected to a world space modifier/space warp. When using vertex motion blur, the object gets blurred as if it was moving out from origo. If I use object motion blur then:
1. It moves to origo and and stays there until I update the timeline (Both Octane render buffer mand Max viewport.)
2. No blur.

Re: OctaneRender® for 3ds max® v2.22.2 - 1.0 [TEST]

Posted: Wed Apr 15, 2015 10:34 am
by Pancir
Installer dont work..
No copy and install plugin http://i.imgur.com/S6vL09T.jpg

Re: OctaneRender® for 3ds max® v2.22.2 - 1.0 [TEST]

Posted: Wed Apr 15, 2015 10:36 am
by JimStar
dawe wrote:
nagboy wrote:Render output looks crazy... Grain everywhere, strange color grain in the lights.
Confirmed here to, regarding the Octane render frame buffer. Every value over 1.0 gets strange noise patterns. even if tonemapped is checked. If I copy it over to max frame buffer it looks OK.
Also there is no alpha in the Info channels when render them out as elements. Or have I missed something?

Nvidia driver: 344.75

othervise than that, Thanks! This really start to take shape as a production renderer :D With the layers and all!

Best
//Daniel
Thanks for report. Will check it tomorrow, I already suspect what may be the reason of that.

Re: OctaneRender® for 3ds max® v2.22.2 - 1.0 [TEST]

Posted: Wed Apr 15, 2015 12:49 pm
by Dom74
JimStar wrote:
dawe wrote:
nagboy wrote:Render output looks crazy... Grain everywhere, strange color grain in the lights.
Confirmed here to, regarding the Octane render frame buffer. Every value over 1.0 gets strange noise patterns. even if tonemapped is checked. If I copy it over to max frame buffer it looks OK.
Also there is no alpha in the Info channels when render them out as elements. Or have I missed something?

Nvidia driver: 344.75

othervise than that, Thanks! This really start to take shape as a production renderer :D With the layers and all!

Best
//Daniel
Thanks for report. Will check it tomorrow, I already suspect what may be the reason of that.
Dithering seems to be the cause, uncheck it and octane viewport turn to "normal" display.
dithering on
dithering on
dithering off
dithering off

Re: OctaneRender® for 3ds max® v2.22.2 - 1.0 [TEST]

Posted: Wed Apr 15, 2015 1:32 pm
by mikinik
Pancir wrote:Installer dont work..
No copy and install plugin http://i.imgur.com/S6vL09T.jpg
also not working, on max 2015.

Re: OctaneRender® for 3ds max® v2.22.2 - 1.0 [TEST]

Posted: Wed Apr 15, 2015 2:48 pm
by nikostap
realflow still does not work, is not updated when rendering. Renders only the first frame, then skips all.

Re: OctaneRender® for 3ds max® v2.22.2 - 1.0 [TEST]

Posted: Wed Apr 15, 2015 4:05 pm
by mikinik
nikostap, in 3ds max RealFlow mesh is updated normally. put checkbox movebale proxy on mesh.
I wonder why checkbox is called "movebale proxy", seems right "movable proxy"? )

Re: OctaneRender® for 3ds max® v2.22.2 - 1.0 [TEST]

Posted: Wed Apr 15, 2015 4:46 pm
by Elvissuperstar007
orthogonal to add octane camera

Re: OctaneRender® for 3ds max® v2.22.2 - 1.0 [TEST]

Posted: Wed Apr 15, 2015 7:25 pm
by JimStar
mikinik wrote:I wonder why checkbox is called "movebale proxy", seems right "movable proxy"? )
I"ve seen this, it"s already fixed in this version. :)