OctaneRender® for 3ds max® v3.06.4 - 4.38 [OBSOLETE]

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coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

neonZorglub wrote:
kcpr-raffaEl wrote:Please FIX issue of self-opening Octane View Window after 3ds Max launch!

It's annoying and again I have to revert OCTANE to 3.06_-_4.33.
Hi Kcpr-fraffaEl,

There is no self opening directly done in Octane plugin at 3dsMax launch.
Instead, the current renderer is the default Scanline renderer, and it must be changed to Octane renderer before we can open the Octane viewport ..

So my guess is that some startup settings / startup script or other plugin action may do something special, like restoring the renderer and / or send some commands (max script ?)

One ways to find out may be to open the MaxScript Listener window, and see if some commands have been executed at launch time..

Also, in max Preference Settings, try to disable the 'Load Startup script' and other similar settings in the MaxScript tab..

Alternatively, if you can't find and prevent octane viewport to open, you could try to add another startup max script to close the viewport...

See a small reference about maxscript for octane there:
MaxScript usage with Octane 3dsMax viewtopic.php?f=27&t=62173

Please let us know if the problem persist..

Thanks

same problem here. everytime i launch 3ds max octane viewport opens up on its own and i have octane as default renderer

it looks like it happens only once when new plugin version is installed
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mbetke
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I never experienced this self-opening issue. The release is stable and works for the stuff I do. had a ovenight rendering for multiple shots and no issues.

I once made a maxstart.max with Octane as a default render and it works well. Maybe try it too.
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Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
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kcpr-raffaEl
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I've got default render set to OCTANE, too.

In earlier versions there were no issues, so I'm not so sure that this is related with MaxScript...

But I'll take a look on it.
Rik
Licensed Customer
Posts: 423
Joined: Wed Jul 28, 2010 8:57 pm

Anyone else getting this message from windows 10 when trying to install this release?

Windows protected your PC
Windows Defender SmartScreen prevented an unrecognized app from starting. Running this app might put your PC at risk.

Edit - sorted it out, apparently the app is from an unknown publisher so I clicked 'run anyway'
Avast antivirus felt the need to scan it but reported that it was fine.

Odd
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paride4331
Octane Guru
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Joined: Fri Sep 18, 2015 7:19 am

Hi Rik,
Blocking win10 defender, is your issue resolved?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

paride4331 wrote:Hi coilbook,
I tryed index group, it should be:
1 foam, 2 mist, 3 splash
Regards
Paride

wow it is strange my splash works when it is set to 1 maybe because i have no foam and mist disabled and also have another fire sim with particles as sparks that are set to 0 index group

thank you
Attachments
splash1.jpg
neonZorglub
OctaneRender Team
Posts: 1005
Joined: Sun Jul 31, 2016 10:08 pm

Hi coilbook,

That's right, in fact, the correct group index to use depends on your particular simulation..
I added a note in the PhoenixFD thread:

Note about Group Index:
The value to use depends on the number of particle types that the simulator actually creates.
You can see this in the Cache File Content text box, in PhoenixFD Simulation tab, in the [PARTICLES] list.
If all types are used, the Group Indexes are: liquid:0, foam:1, splashes:2, mist:3, wetmap:4
When the number is 0, the type is not used.
For example, if foam and wetmap are not used / disabled, we get:
-Liquid: 1249 (Pos,Vel,ID..) <<< Group Index 0
-Foam: 0
-Splashes: 101 (Pos,Vel,..) <<< Group Index 1
-Mist: 87 (Pos,Size,ID) <<< Group Index 2
-Wetmap: 0

So, in this example, if you disable Splashes, you will have to change your Mist Group Index from 2 to 1 ...
: Always check this [PARTICLES] list if you have unexpected results..

Regards,
NeonZ
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

neonZorglub wrote:Hi coilbook,

That's right, in fact, the correct group index to use depends on your particular simulation..
I added a note in the PhoenixFD thread:

Note about Group Index:
The value to use depends on the number of particle types that the simulator actually creates.
You can see this in the Cache File Content text box, in PhoenixFD Simulation tab, in the [PARTICLES] list.
If all types are used, the Group Indexes are: liquid:0, foam:1, splashes:2, mist:3, wetmap:4
When the number is 0, the type is not used.
For example, if foam and wetmap are not used / disabled, we get:
-Liquid: 1249 (Pos,Vel,ID..) <<< Group Index 0
-Foam: 0
-Splashes: 101 (Pos,Vel,..) <<< Group Index 1
-Mist: 87 (Pos,Size,ID) <<< Group Index 2
-Wetmap: 0

So, in this example, if you disable Splashes, you will have to change your Mist Group Index from 2 to 1 ...
: Always check this [PARTICLES] list if you have unexpected results..

Regards,
NeonZ
Thank you

- And two more questions I cannot find answer anywhere. What is proper Max grid value that is inside volume ramp texture should be? I guess it changes depending on how many grid cells i have but I cannot find where to look to have a proper max grid value.

- Any ways you guys can make wetmaps like phoenix for vray has as black and white texture maps and not as a mesh so it can be usable for creating wet looking materials


thank you!
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acc24ex
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OK, so I seem to be getting this issue from the last version as well - when I change a modifier, or turn it off, the viewport doesn't update on movable proxy..
- try a box, add a chamfer, and a twist on it, turn on and off .. stuff like that, have to do the "rebuild scene" button to get it moving..

- it moves around, but has issues with updating modifiers..

ALSO - what's up with the gamma - did soemthing change, cause when I save I keep on getting darker images..
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

octaneviewport is still stuck when expected exposure is set to like 1.5, 1.6 etc. once you set to 1, 2 it works
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