OctaneRender® for 3ds max® v3.04.3 - 4.25 [OBSOLETE]

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Goldisart
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Joined: Sat Oct 26, 2013 8:47 am

why in GI mode Sample Environment works AO !!!! previously, he was disabled ... if you don't plan to turn it off take the opportunity to get AO to 0 or to set it opacity

( simple example - I made baking texture of the wall and consider a quick direct renderer - I don't need AO and I can't turn off on beauty)
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2016-11-22_11-08-19.png
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Goldisart
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please note in 3Dmax 2017 there is a standard modifier multy tille



now it is not supported
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2016-11-22_11-29-50.png
2016-11-22_11-46-46.png
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paride4331
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Joined: Fri Sep 18, 2015 7:19 am

@AlexMakhov
Hi AlexMakhov, thank you;
Could you tell me about your system, 3dsMax version and hardware?
Could you kindly make some screenshots while your 3dsMAx material editor had frozen?
Windows Task Manager> processes (high to low)
Windows Task Manager> Performance
OctaneRender viewport > GPU Mem data
thanks again
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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paride4331
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@Goldistart
Hi Goldisart,
Yep, I had already asked to developers yesterday to remove obsolete GI parameters.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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acc24ex
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- what is the shadows channel supposed to do as I was unable to get anything shadow like from that (which I actually needed for some renders)
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oguzbir
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acc24ex wrote:- what is the shadows channel supposed to do as I was unable to get anything shadow like from that (which I actually needed for some renders)
There is little info about it or manua/tutoriall AFAIK..
But I guess you have to use render layers set up, and a shadow catcher material. Nothing like the other renderers.

Octane has its own insane way of doing things in some areas.
You think of it as a simple task but gets a little complicated.. You have to adjust your current scene workflow as a seperate file, if you want to keep your beauty pass materials intact.
One great setback for crossplatform approach.
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paride4331
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2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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acc24ex
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paride4331 wrote:Hi acc24ex,
https://docs.otoy.com/manuals/products/ ... w-catcher/
Regards
Paride
yeah I know how to use the shadow catcher, but I want to get shadows only, without the objects and all that, isn't the shadow channel supposed to do that somehow
- also "black shadows" and "coloured shadows" channel.. don't show anything
stir
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Posts: 101
Joined: Sun Apr 10, 2016 7:12 am

Hey
Seems like the GradientTexture node broke in this update.

If you make a material and add a gradient texture, change interp to constant.
Save the file, and reopen.

Now the interp dropdown will be blank (White)

And white is actualy "linear" see the photos.


So what i did in this test scene is.

- Open a new 3ds max 2016 sp3 file
- create a plane and 3 spheres
- create a diffuse octane material with gradient texture in diffuse slot, with a random color texture to disstribute the colors between objects.
- Set the interp type in gradient texture to constant.
- render and it looks fine.
GradientRamp_InterpType_Constant.png
- Save the max file and reopen it.

- Now the interp type in gradient texture is blank (white)
- render without changing anything. The render is different.
GradientRamp_InterpType_Fail.png
- Change the interp type to linear. you can now see that its the same as blank(white)
GradientRamp_InterpType_Linear.png
This is a problem. When sending a file with a shader using constant to the renderfarm will give wrong results.
The workaround will be to add more points in the color pallet of the gradient texture to fake a "constant" look.



Attached maxfile



Cheers
-Mats
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testConstant.rar
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http://www.stir.no
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paride4331
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Joined: Fri Sep 18, 2015 7:19 am

Hi stir,
I reproduce your files, gradient map does not work properly as in SA.
I will ask developers to fix this issue.
Thanks for your help.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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