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Re: OctaneRender® for 3ds max® v2.23.2 - 1.8 [TEST]

Posted: Tue May 19, 2015 8:08 am
by gueoct
JimStar wrote: .........[*] Added "Lock camera" feature to Octane viewport......
Thanks a lot! i have been waiting for that for years...... ;-)

Re: OctaneRender® for 3ds max® v2.23.2 - 1.8 [TEST]

Posted: Tue May 19, 2015 8:35 am
by DIO
oguzbir wrote:Hi Jim,
I'm not sure if this is bug rather a performance problem.
As you know there is a pause render button in the octane viewport.

I generally work on heavy scenes with high polygons and large textures.
I have 2 dedicated Titans for live render. And main display gpu is dedicated to system display only. Doesn't take part in render at all.

Pressing the pause button does seems like pausing the render. But there is no performance gain in max viewport while the live render is paused.
When I un-pause rendering does continue where it was left. ( ex. Paused at 50th sample. When unpaused starts from there.)

It's currently hard for me to debug this but I wonder if you can have a look at that codewise.

Best,
+1

I´m having the same problems. When the scene is very big, with a lot of geometry, everything gets very slow as long as the render viewport is open and paused.
Only when it is closed the speed goes up to normal. So working in "realtime" with the viewport open gets almost impossible.
Disabling the GPU used for the screens doesn´t help, setting all GPUs to low priority doesn´t help either.
I can´t remember having this problems prior to Octane 2.0.
Anyone else can recall this?

Re: OctaneRender® for 3ds max® v2.23.2 - 1.8 [TEST]

Posted: Tue May 19, 2015 9:18 am
by DIO
Goldisart wrote:Hi - I was faced with what's happening excessive slow process of operation of the computer in the program 3Dmax store pictures in large size 12000*12000
Yes, this is also part of the performance problem.
After rendering a huge render (8k) in octane render preview and porting it to max frame buffer, you have to close the octane render window before
saving the render through the frame buffer. Otherwise it is really painfully slow navigating through the folders to save the image on the desired location.

Re: OctaneRender® for 3ds max® v2.23.2 - 1.8 [TEST]

Posted: Tue May 19, 2015 9:52 am
by Goldisart
I apologize in advance for the clumsy English :( sorry

another attempt to convey what would you like to see in the future = I really want to see the real miscalculation Samp/pix with Region render = for preliminary tests before the final render. The picture is great and I like to wait long to test the desired number of samp/pix for good image quality. I include the render region in the viewport octan and look at the problem areas of the scene count what number of samples I need for good quality pictures. Possible for single images it doesn't matter but when it video the optimization can greatly reduce the time of rendering the final scene

Re: OctaneRender® for 3ds max® v2.23.2 - 1.8 [TEST]

Posted: Tue May 19, 2015 2:21 pm
by coilbook
MustafaKaya wrote:Does this bug?
1 : MOTION BLUR

2 : TEXTURE ENVIRONMENT
Scene Rotate and Texture Rotate
just go to octane properties of the wheels and increase motion blur steps to 32 or 64

Re: OctaneRender® for 3ds max® v2.23.2 - 1.8 [TEST]

Posted: Wed May 20, 2015 9:33 am
by 3dgeeks
gueoct wrote:
JimStar wrote: .........[*] Added "Lock camera" feature to Octane viewport......
Thanks a lot! i have been waiting for that for years...... ;-)
gueoct did you get camera lock to work, mine changes everytime i change viewport or view?

Re: OctaneRender® for 3ds max® v2.23.2 - 1.8 [TEST]

Posted: Wed May 20, 2015 9:52 am
by gueoct
3dgeeks wrote:
gueoct wrote:
JimStar wrote: .........[*] Added "Lock camera" feature to Octane viewport......
Thanks a lot! i have been waiting for that for years...... ;-)
gueoct did you get camera lock to work, mine changes everytime i change viewport or view?
You are right! There is something wrong. It works as long as you do not Maximize the viewport.... :-(
Actually, it got better: in previous versions, Octane viewport even changed to Orthographic View (= Blackout)
when they were maximized.

Re: OctaneRender® for 3ds max® v2.23.2 - 1.8 [TEST]

Posted: Wed May 20, 2015 11:21 am
by RobSteady

Re: OctaneRender® for 3ds max® v2.23.2 - 1.8 [TEST]

Posted: Wed May 20, 2015 8:42 pm
by oguzbir
Bug report:
RBG image assigned to Displacement does not respect UVW Channel. When projection set as, Mesh UV projection. And altering the uvSet number accordingly. ( the object does have the uvw map, channel set as same number)

Re: OctaneRender® for 3ds max® v2.23.2 - 1.8 [TEST]

Posted: Thu May 21, 2015 11:17 am
by gabrielefx
Please jimstar,

add the Off-axis parameter.

thank you.