Yes, load remain to 0%, that's right, but the high frequency GPU's is enough to consume more power, and fans are getting noisy.JimStar wrote:I've seen this, will investigate it... But I've only seen the frequency going up, not the load - load is always 0% when rendering is stopped... Do you have the load not going down in addition?Dom74 wrote:Hello JimStar, I'm asking again,
with this release and the last 1.9, on 3DSMAX 2016, every time I start 3DSMAX, all GPU core frequency are going up, from 324 Mhz to about 1050 Mhz,
even with an empty scene and no octane viewport opened, so it is very power consuming when working on modeling or texturing.
For now, the only way to avoid this behavior is to disable all GPU while working on a scene, but it's not suitable in a long session, and if I open the Octane viewport or
the material editor without previously activate at least one GPU, 3DSMAX freeze, and I have to close all and restart, and all not saved work is lost.
Can you investigate about that, please ?
OctaneRender® for 3ds max® v2.23.2 - 2.0 [OBSOLETE]
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Win7 x64 - 3DSMAX 2019 - 32GB RAM - 1080 TI
Jimstar, as my other posts have been censored, Ill try asking nicely.
Refactoring render settings, cameras, lights I have no problem with, but refactoring materials is going to be very difficult.
So im asking, is it possible to have old scenes materials be updated on the fly, or updated via a Tool utility? I'm guessing if its possible to create a Vray to octane material converter, it should be able possible to create an Octane to octane material converter. It will still mean i have to open a lot of active files, but this is achievable. Copying material settings over one and a time, is my problem. I have projects running 4 years, so I hope you see my dilemma.
Thanks
Refactoring render settings, cameras, lights I have no problem with, but refactoring materials is going to be very difficult.
So im asking, is it possible to have old scenes materials be updated on the fly, or updated via a Tool utility? I'm guessing if its possible to create a Vray to octane material converter, it should be able possible to create an Octane to octane material converter. It will still mean i have to open a lot of active files, but this is achievable. Copying material settings over one and a time, is my problem. I have projects running 4 years, so I hope you see my dilemma.
Thanks
Same over here.
I have a big library with converted V-Ray to Octane models (months of converting).
Does it mean I have to retouch them or is it possible (like 3dgeeks mentioned) to have a script or something that converts old Octane scenes to the new format?
I have a big library with converted V-Ray to Octane models (months of converting).
Does it mean I have to retouch them or is it possible (like 3dgeeks mentioned) to have a script or something that converts old Octane scenes to the new format?
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
Guys,
I might be wrong about it but.
Can exporting and importing of an ORBx format may let us convert to the new format.
Since orbx material should be compatible in both max plugin and standalone right?
is there a such thing as orbx material? I dont know. just thinking aloud here
I might be wrong about it but.
Can exporting and importing of an ORBx format may let us convert to the new format.
Since orbx material should be compatible in both max plugin and standalone right?
is there a such thing as orbx material? I dont know. just thinking aloud here
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Jim the man..
- regarding maxscript - still have that old issue with aplying noise maps to materials - not worky
- this should add marble texture to diffuse node of diffuse material..
gives out error message
-- Unable to convert: Marble_texture to type: TextureMap
- which is strange since it is a class of texture map according to this
..you shall receive 5 karma points from me, for solving this one Jimstar
- regarding maxscript - still have that old issue with aplying noise maps to materials - not worky
- this should add marble texture to diffuse node of diffuse material..
Code: Select all
$.material = diffuse_material diffuse_input_type:2 diffuse_tex:marble_texture
-- Unable to convert: Marble_texture to type: TextureMap
- which is strange since it is a class of texture map according to this
Code: Select all
showclass "marble_texture.*"
Marble_texture : textureMap {b9212aa,633b78ed}
.power_input_type : integer
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
He already received 9 karma points from meacc24ex wrote: ..you shall receive 5 karma points from me, for solving this one Jimstar

Similarly What I found out that
This one works clearly.
Code: Select all
meditMaterials[1] = Diffuse_material ()
meditMaterials[1].diffuse_input_type = 2
meditMaterials[1].diffuse_tex.filename = "C:\studio.jpg"
But below does not work
Code: Select all
meditMaterials[1].diffuse_tex = Gaussian_spectrum ()
or
meditMaterials[1].diffuse_tex = RGB_image ()
gives ** system exception **
meditMaterials[1].diffuse_tex = undefined
Gives ** system exception **
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3dgeeks wrote:So im asking, is it possible to have old scenes materials be updated on the fly, or updated via a Tool utility?
JimStar wrote:... the Octane scene data format has been changed significantly enough to not be able to have the old scenes converted "on the fly" ...
You are guessing wrong. This was written exactly for those who doesn't have enough knowledge to see the difference between these two cases:3dgeeks wrote:I'm guessing if its possible to create a Vray to octane material converter, it should be able possible to create an Octane to octane material converter.
The only opportunity here - is to have complicated external standalone "two-stage" convertor application working with two scenes, opened in different 3ds Max processes having different Octane plugin versions loaded. If some of you need it - they can try to write it. This is a huge amount of work which I can't spend on this.JimStar wrote:... the Octane scene data format has been changed significantly enough to not be able to have the old scenes converted "on the fly" ...
Guys, this thread is a TEST thread as stated in its name. Current official release is on the main download page. So, I'm removing here the meaningless crying posts, but the more of you will write here such a meaningless posts trying to get two incompatible things at the same time (new features that require the lose of compatibility which was stated by me before, and cry here about this lose of compatibility) - the more close I am to just delete this testing thread as closed branch and continue with 1.9 as a base (without the possibility to implement some of these features in future, including MaxScript support and camera mapping for textures).
For those having anxiety about the old scenes.
Just have the copy of the version 1.9 with your scene backups.
I'm sorry to say but you guys don't see the big picture here.
And those changes had to be done years ago.
Max plugin without working natively with max environment would eventually hit the wall at some point.
Or would and can continue as it is but will be more of a closed system. Would never benefit of future features.
I see it as the most necessary best update ever.
Once again thank you Jim.
Just have the copy of the version 1.9 with your scene backups.
I'm sorry to say but you guys don't see the big picture here.
And those changes had to be done years ago.
Max plugin without working natively with max environment would eventually hit the wall at some point.
Or would and can continue as it is but will be more of a closed system. Would never benefit of future features.
I see it as the most necessary best update ever.
Once again thank you Jim.
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- MistAjuliax
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Hi jim,
great new release, personally i'm for improvements. I would like to know if we can expect increasing speed or faster convergence in the nexts releases ??
Cheers.
great new release, personally i'm for improvements. I would like to know if we can expect increasing speed or faster convergence in the nexts releases ??
Cheers.
Win 10 pro 64 / GTX 1070ti, gtx 1070 / FX8320E / 16Go DRR4
I can appreciate that you have done a lot of work here Jimstar and that its for the greater good going forward (it would be good to know the benefits of the refactor).
If not on the fly, could the Vray convert Tool be re-purposed into an Octane to Octane utility? I can handle opening a couple hundred files and running a convert, but manually copying line by line material properties for 1000+ materials is not achievable.
I hope you can appreciate our and other archviz peoples position.
This is not really a solution many archviz people. We have active projects the will continue over many years, and a lot of our assets will be required by new projects and old projects. What do we do then? Also its our hundreds of assets that are the main problems as we have spent a year converting them from Vray.oguzbir wrote:Just have the copy of the version 1.9 with your scene backups.
If not on the fly, could the Vray convert Tool be re-purposed into an Octane to Octane utility? I can handle opening a couple hundred files and running a convert, but manually copying line by line material properties for 1000+ materials is not achievable.
I hope you can appreciate our and other archviz peoples position.