Fantastic job,
thanks again for all the hard work and steady progress.
OctaneRender™ Standalone 3.00 alpha 2
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
I did. It's optimized for fast rendering with the old integration kernels. The new kernels have about the same speed as in 2.24 on my system. Not much we can do about it. We continue looking into performance, but there are limitations of what we can do. We have a lot of scenes that render significantly faster with the new kernels.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Thanks for checking and sorry for not making it clear: I meant the differences in the glossy reflections (or something else; anyway, they look different; see first two images).
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
I think the differences are due to the slightly different behaviour of bump mapping. If you remove the bump maps, it should render exactly the same. Otherwise there is a bug somewhere.RobSteady wrote:Thanks for checking and sorry for not making it clear: I meant the differences in the glossy reflections (or something else; anyway, they look different; see first two images).
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- ff7darkcloud
- Posts: 73
- Joined: Sun Mar 18, 2012 11:20 pm
- Location: Fairfax, VA, USA
Hello there, I've been using this Ol' Ready Cam script for simple animation paths:
viewtopic.php?f=73&t=41365
With 3.00 it doesn't work anymore (cannot set output folder, and render button doesn't work), does anyone know how to fix it?
Keep up the good work.
viewtopic.php?f=73&t=41365
With 3.00 it doesn't work anymore (cannot set output folder, and render button doesn't work), does anyone know how to fix it?
Keep up the good work.
( PC ) Win10 x64 | 2xRTX2080TI | ASUS Rampage VI Extreme | i9-7900x | 32GB | 1600W
( Laptop ) Win10 x64 | RTX2080Max-Q | Lenovo Legion Y740 | i7-9750H | 32GB - Octane Standalone Win 10/ Sketchup 2019
PORTFOLIO: https://renderspace.wixsite.com/portfolio
( Laptop ) Win10 x64 | RTX2080Max-Q | Lenovo Legion Y740 | i7-9750H | 32GB - Octane Standalone Win 10/ Sketchup 2019
PORTFOLIO: https://renderspace.wixsite.com/portfolio
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
First of all, thank you for the release.
Baking was one of the features I was waiting the most, but unfortunately I already found a big problem: meshes with displacement applied render out a black texture.
For me, this is an important feature, do you think you can fix it?
Second problem I found: the AO render pass has limit of 1024, which is still very noisy. Why is that?
Problem three: I thought v3 could handle unlimited polygons meshes, but I imported a mesh with 43 million polys, and Octane closed down without warning.
Problem four: tangent normal render pass output a flat RGB 128,128,256 color image.
Baking was one of the features I was waiting the most, but unfortunately I already found a big problem: meshes with displacement applied render out a black texture.

For me, this is an important feature, do you think you can fix it?

Second problem I found: the AO render pass has limit of 1024, which is still very noisy. Why is that?

Problem three: I thought v3 could handle unlimited polygons meshes, but I imported a mesh with 43 million polys, and Octane closed down without warning.

Problem four: tangent normal render pass output a flat RGB 128,128,256 color image.
Object layer works only if the render target node is connected. Is it designed to work like this?
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Marcus,abstrax wrote: [*] Added "bump and normal mapping" option to the render passes node.
Am I missing something? Does it allow to render at once bump over normal? How to enable this feature? When I deactivate or active the function it's not affection the scene at all in any passes.
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
No, it's related to the new baking function to let you bake also this channels together with beaty, diffuse, roughness, ior, transmission, refraction and reflection... if I don't forget anyone...smicha wrote:Marcus,abstrax wrote: [*] Added "bump and normal mapping" option to the render passes node.
Am I missing something? Does it allow to render at once bump over normal? How to enable this feature? When I deactivate or active the function it's not affection the scene at all in any passes.
ciao beppe