OctaneRender® for 3ds max® v2.24.2 - 2.10 [OBSOLETE]

Sub forum for plugin releases
Forum rules
Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
gueoct
Licensed Customer
Posts: 402
Joined: Mon Jul 11, 2011 3:10 pm

Goldisart wrote:Thank you very much for the new version of the program. Very good very pleased that octane render for d max 3 developing so quickly. I have a request to add a disable in Octan camera feature Imager and transfer to a standard main Image//////////
//// I understand that the camera octane render. You can do instance. Well, for example : if I have 2 groups. And 1 of them must be normal, and group 2 ortografic - instans will not help and will have to reconfigure each group of cameras is why this feature is needed --- in vray by the way it is !
not a bad idea, indeed......!
Intel i7-970 @3,20 GHz / 24 GB RAM / 3 x EVGA GTX 580 - 3GB
darkline
Licensed Customer
Posts: 291
Joined: Wed Mar 07, 2012 11:56 pm

I have a problem here. The octane window keeps auto-refreshing on this particular scene. It does not get past 1 sample, like something in the scene is constantly being updated by octane.

It occurs a under very strange situation. I have an object skinned to a biped. The biped has a noise controller on it and I'm trying to get a motion blur to render. If I disable the skin modifier then the updating stops, if I remove the noise controller it also corrects the problem. If I untick 'auto update movable proxy' it also fixes the problem?!!!

I've attached the file so you can take a look, I've stripped it of everything but the problem area... I'm on max 2014.

EDIT : If I render properly it looks fine - only constant refresh in the octane viewport.
Attachments
skin.zip
(111.49 KiB) Downloaded 308 times
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
User avatar
Elvissuperstar007
Licensed Customer
Posts: 2507
Joined: Thu May 20, 2010 8:20 am
Location: Ukraine/Russia
Contact:

add camera correction
Attachments
2015-10-08 03-13-51 Скриншот экрана.png
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
User avatar
Elvissuperstar007
Licensed Customer
Posts: 2507
Joined: Thu May 20, 2010 8:20 am
Location: Ukraine/Russia
Contact:

Converter hangs for an hour, trying to convert grass standard material Forest Pack , Previously, this was not
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
User avatar
Elvissuperstar007
Licensed Customer
Posts: 2507
Joined: Thu May 20, 2010 8:20 am
Location: Ukraine/Russia
Contact:

Octane Materials - Library update to support version 2
http://forum.itoosoft.com/index.php?topic=3217.0
C:\Program Files (x86)\Itoo Software\Forest Pack Pro\matlib.
Attachments
gravel1.png
meadows.png
daisy.jpg
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Jorgensen
Licensed Customer
Posts: 872
Joined: Sun Jun 30, 2013 10:53 am

this is so nice..... :-)

but i just tried a quick test - using PT, but i don't think it gets near the realism like the references.

anyone that knows if there was done any post on the references?
or should i use a other kernel and do some tweaks in the settings?
Attachments
test.jpg
HOME octane standalone v3.07 | octane plugin for sketchup 3.07.0.14 | sketchup pro 2017 17.2.2555 64 bit | windows 10 pro 10.015063 build 15063 | i7-6700k @4.0 GHz | 32gb ram | 2x gtx 1070 | nvidia driver 382.33
User avatar
acc24ex
Licensed Customer
Posts: 1481
Joined: Fri Mar 19, 2010 10:58 pm
Location: Croatia
Contact:

- try setting sun with dawn, 6-7 am, and soften it up, that will get you a right mood

I tried some previous version, to me it seems that the converted materials are just not really optimized, sometimes grass is assigned diffuse and glossy looks much better..
- I think itoo guys just converted without too much optimisation.. that's why it doesn't look that sparkly.. check if it's all diffuse material
User avatar
Goldisart
Licensed Customer
Posts: 780
Joined: Sat Oct 26, 2013 8:47 am

thinking out loud ..... if feasible it would be well not to break the bonds of materials in substitution for Specular and DIFFUSE back. if composite materials and for example I want to give up the gloss and make difus with translucencies I have to do the substitution of the material bonds are broken and all child maps
Attachments
2015-10-09 10-24-35 Slate Material Editor.png
User avatar
acc24ex
Licensed Customer
Posts: 1481
Joined: Fri Mar 19, 2010 10:58 pm
Location: Croatia
Contact:

this is a max issue/feature, might be solvable via scripting.. now that there is an upgrade of the maxscript (will try and put this on a to do list)

- in forest pro, what I found out for some reason there are glossy and diffuse shaders on a same multi subd, so I just reconnect all glossy to diffuse.. not sure why but if works for grass..
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Jorgensen wrote:this is so nice..... :-)

but i just tried a quick test - using PT, but i don't think it gets near the realism like the references.

anyone that knows if there was done any post on the references?
or should i use a other kernel and do some tweaks in the settings?
I noticed in the shade or low light OCtane makes more realistic results than daylight direct sun Not sure why
Locked

Return to “Releases”