Hi unpolbo,
we found this issue few day ago; it will be fixed nex release.
Regards Paride
OctaneRender® for 3ds max® v4.00-XB3 - 6.02 [TEST][OBSOLETE]
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.
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.
- paride4331
- Posts: 3819
- Joined: Fri Sep 18, 2015 7:19 am
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
eagerly waiting for new fixes..
- also eagerly watching at fstorm progress
- also eagerly watching at fstorm progress
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
yeah guys, octane is truly becoming obsolete
BTW - again with the same bug - clipping objects when in movable proxy and rendering animation - I told you about that on the 6.01 update - still didnt fix it
- and you fixed some shit that seems no one even reported..
- also this thing - from a year ago probably - when your make light moveable proxy it has twice the intensity - also, just waiting to switch to fstorm, then you'll have no testers.. this year is probably gonna be when octane either dies off or does something ..
.. AI turns out to be a bit useless, also this version is twice as unstable.. like really - I'm checking if you fixed the two issues I told you probably weeks ago, and I really wanna keep this working out - I hope you do make it, cause right now it's just making me angry .. I feel there's like 10 people using octane at this point
.. if you release a new fix, than fix the stuff people tell you to fix - you keep on introducing new bugs over and over and over
BTW - again with the same bug - clipping objects when in movable proxy and rendering animation - I told you about that on the 6.01 update - still didnt fix it
- and you fixed some shit that seems no one even reported..
- also this thing - from a year ago probably - when your make light moveable proxy it has twice the intensity - also, just waiting to switch to fstorm, then you'll have no testers.. this year is probably gonna be when octane either dies off or does something ..
.. AI turns out to be a bit useless, also this version is twice as unstable.. like really - I'm checking if you fixed the two issues I told you probably weeks ago, and I really wanna keep this working out - I hope you do make it, cause right now it's just making me angry .. I feel there's like 10 people using octane at this point
.. if you release a new fix, than fix the stuff people tell you to fix - you keep on introducing new bugs over and over and over
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
- neonZorglub
- Posts: 1019
- Joined: Sun Jul 31, 2016 10:08 pm
Hi acc24ex,
The issue with movable proxy has been fixed, and will be in the next releases, 6.03 / 5.13 :
-Fixed issues with cloning objects while viewport is open
-Fixed issues with undo, redo cloning, instancing, deleting objects while viewport is open
Note that when you change an object to a movable Proxy while the Octane viewport is open, this creates a new object but the previous one is not removed, because it's part of the static geometry, witch, by design, is not updated for performance reasons.
That's why, if it's a light, there are 2 lights, an so, double intensity, until you refresh the scene with the Refresh button.
I'll add an option for auto refresh when we change the movable proxy, so it will be more natural, and you may turn it off for heavy scenes.
Thanks,
The issue with movable proxy has been fixed, and will be in the next releases, 6.03 / 5.13 :
-Fixed issues with cloning objects while viewport is open
-Fixed issues with undo, redo cloning, instancing, deleting objects while viewport is open
Note that when you change an object to a movable Proxy while the Octane viewport is open, this creates a new object but the previous one is not removed, because it's part of the static geometry, witch, by design, is not updated for performance reasons.
That's why, if it's a light, there are 2 lights, an so, double intensity, until you refresh the scene with the Refresh button.
I'll add an option for auto refresh when we change the movable proxy, so it will be more natural, and you may turn it off for heavy scenes.
Thanks,
- SergKlyosov
- Posts: 126
- Joined: Wed Mar 01, 2017 9:33 am
Hi neonZorglub and Paride
I have CAD model of a car, which was converted to OBJ to use in 3Ds Max
Resolution is not pretty high, only 3.7 millions polygons, but count of peaces is couple hundred, maybe 500
Using that models in 3Ds Max and empty scene, without anything except the car - collecting nodes takes really long time, 2 min or so, didn't measure
I've tried to use this model in recent Octane SA 4 XB4 - and scene loading is only couple of seconds
How can I reduce time of loading inside 3Ds Max?
Cheers
I have CAD model of a car, which was converted to OBJ to use in 3Ds Max
Resolution is not pretty high, only 3.7 millions polygons, but count of peaces is couple hundred, maybe 500
Using that models in 3Ds Max and empty scene, without anything except the car - collecting nodes takes really long time, 2 min or so, didn't measure
I've tried to use this model in recent Octane SA 4 XB4 - and scene loading is only couple of seconds
How can I reduce time of loading inside 3Ds Max?
Cheers
Win 10 64 | RTX 3090 | i9 9980XE | 64GB RAM
- paride4331
- Posts: 3819
- Joined: Fri Sep 18, 2015 7:19 am
Hi SergKlyosov,SergKlyosov wrote:Hi neonZorglub and Paride
I have CAD model of a car, which was converted to OBJ to use in 3Ds Max
Resolution is not pretty high, only 3.7 millions polygons, but count of peaces is couple hundred, maybe 500
Using that models in 3Ds Max and empty scene, without anything except the car - collecting nodes takes really long time, 2 min or so, didn't measure
I've tried to use this model in recent Octane SA 4 XB4 - and scene loading is only couple of seconds
How can I reduce time of loading inside 3Ds Max?
Cheers
just to be clear, long eveluation time using Octane for 3dsMax 3.8x or Octane for 3dsMax XB3?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- SergKlyosov
- Posts: 126
- Joined: Wed Mar 01, 2017 9:33 am
paride4331 wrote:]
Hi SergKlyosov,
just to be clear, long eveluation time using Octane for 3dsMax 3.8x or Octane for 3dsMax XB3?
Regards
Paride
Hi Paride,
Long evaluation time using v4.00-XB3 - 6.02
I've measured it, it's about 7 min long
And in Octane SA it is 5 sec long
Win 10 64 | RTX 3090 | i9 9980XE | 64GB RAM
- paride4331
- Posts: 3819
- Joined: Fri Sep 18, 2015 7:19 am
Hi SergKlyosov,SergKlyosov wrote:paride4331 wrote:]
Hi SergKlyosov,
just to be clear, long eveluation time using Octane for 3dsMax 3.8x or Octane for 3dsMax XB3?
Regards
Paride
Hi Paride,
Long evaluation time using v4.00-XB3 - 6.02
I've measured it, it's about 7 min long
And in Octane SA it is 5 sec long
thanks, I'll going to make some test.
Regards
Paride
Hi SergKlyosov,
I tested your issue using .obj > polys 5.200.00 > 1500 object
Octane Standalone > 21 sec to render
Octane 3dsMax > 29 sec to render
I find these results acceptable.
Perhaps yours is a RAM related problem or operating system.
Regards
Paride
Last edited by paride4331 on Mon Jul 30, 2018 9:31 am, edited 1 time in total.
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
..in max if you have all those models in groups, maybe try ungrouping all - a lot of groups reduce viewport performance, so might affect render loading as well .. also try converting to mesh?SergKlyosov wrote:Hi neonZorglub and Paride
I have CAD model of a car, which was converted to OBJ to use in 3Ds Max
Resolution is not pretty high, only 3.7 millions polygons, but count of peaces is couple hundred, maybe 500
Using that models in 3Ds Max and empty scene, without anything except the car - collecting nodes takes really long time, 2 min or so, didn't measure
I've tried to use this model in recent Octane SA 4 XB4 - and scene loading is only couple of seconds
How can I reduce time of loading inside 3Ds Max?
Cheers
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax