Page 2 of 8

Re: OctaneRender® for 3ds max® v4.00-RC6 - 6.08 [TEST]

Posted: Wed Oct 17, 2018 9:10 am
by HHbomb
It would be cool to expose these buttons to renderer properties, so we can use in maxscript. :-)

Re: OctaneRender® for 3ds max® v4.00-RC6 - 6.08 [TEST]

Posted: Wed Oct 17, 2018 9:20 am
by HHbomb
Keep nodes is kind of magic ! But if just moving an object octane reload the geometry... strange.
Where is stored all the data ? When opening Octane render devices préférences, after closing octane viewport window, no memory is used by the gpus.

Re: OctaneRender® for 3ds max® v4.00-RC6 - 6.08 [TEST]

Posted: Wed Oct 17, 2018 10:32 am
by SergKlyosov
I found reason why render had stuck at "Scene evaluation" stage
It is happening after texture compression of an RGB Image node

Re: OctaneRender® for 3ds max® v4.00-RC6 - 6.08 [TEST]

Posted: Wed Oct 17, 2018 1:37 pm
by paride4331
HHbomb wrote:Thank you Paride ! I know where are the buttons know. But It seems to work with only movable proxies, or I'm wrong ?
When using non movable proxy, there is no effect. ( or so small perhaps )
Hi HHbomb,
I personally always use everything movable proxy now, I would like developers to set everything movable proxy as default.
I see no more convenience not to use all the movable proxy.
Regards
Paride

Re: OctaneRender® for 3ds max® v4.00-RC6 - 6.08 [TEST]

Posted: Wed Oct 17, 2018 1:40 pm
by paride4331
SergKlyosov wrote:I found reason why render had stuck at "Scene evaluation" stage
It is happening after texture compression of an RGB Image node
Thanks SergKlyosov,
I can confirm your issue.
A workaround get back to Faster (compression).
Regards
Paride

Re: OctaneRender® for 3ds max® v4.00-RC6 - 6.08 [TEST]

Posted: Wed Oct 17, 2018 2:45 pm
by SergKlyosov
paride4331 wrote:
SergKlyosov wrote:I found reason why render had stuck at "Scene evaluation" stage
It is happening after texture compression of an RGB Image node
Thanks SergKlyosov,
I can confirm your issue.
A workaround get back to Faster (compression).
Regards
Paride
Hi Paride,

For which setting are you referring to? I can't see "faster" option in compression settings of RGB Image node
Also haven't found them in the Global Settings

Re: OctaneRender® for 3ds max® v4.00-RC6 - 6.08 [TEST]

Posted: Wed Oct 17, 2018 3:18 pm
by DartFrog
I found "faster", but I'm not sure it's working. I can't go through all my maps and change this. I'm reverting back to prev version.

Re: OctaneRender® for 3ds max® v4.00-RC6 - 6.08 [TEST]

Posted: Wed Oct 17, 2018 4:02 pm
by SergKlyosov
DartFrog wrote:I found "faster", but I'm not sure it's working. I can't go through all my maps and change this. I'm reverting back to prev version.
I have 16k normal map which eats a lot of memory, so I decided to compress it. I don't see any quality change in my render, but it frees 1GB of VRAM
I have only these options inside texture compressions settings, see attached image

Re: OctaneRender® for 3ds max® v4.00-RC6 - 6.08 [TEST]

Posted: Wed Oct 17, 2018 4:05 pm
by DartFrog
I'm sure the texture compression thing 'works', but I still couldn't render. It stayed a black screen. I have too many maps I'd have to edit to 'faster' so I'm not going to bother.

Re: OctaneRender® for 3ds max® v4.00-RC6 - 6.08 [TEST]

Posted: Wed Oct 17, 2018 4:19 pm
by coilbook
i am getting this error. RC4 didnt have this bug Thanks

OctaneRender 4.00 RC6 (4000016)

CUDA error 400 on device 1: invalid resource handle
-> failed to launch kernel(kernel63)
CUDA error 400 on device 2: invalid resource handle
-> failed to launch kernel(kernel63)
CUDA error 400 on device 2: invalid resource handle
-> failed to launch kernel(kernel63)
CUDA error 400 on device 1: invalid resource handle
-> failed to launch kernel(kernel63)
CUDA error 400 on device 2: invalid resource handle
-> failed to launch kernel(kernel63)