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Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]
Posted: Mon Dec 24, 2018 2:34 am
by coilbook
What is this octane error related to phoenix?
c:\jenkins3\workspace\max_plugin_release_windows\src\externalpluginsupport\octphoenix.cpp(616): func<PhoenixFDSupport::ophGetParticleGroupUID_FromName>: , Assertion type WARNING: condition "0" failed, <Failed to find PhoenixFD particle group name <Particles of " file name"> in octane configuration file!
Please edit octane3dsMaxConfig.cfg..>
Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]
Posted: Mon Dec 24, 2018 10:50 am
by paride4331
coilbook wrote:Hi Paride,
can you forward this to developers.
Why octane still renders object inside vdb when visibility is set to 0. Can octane treat visibility 0 and nonrederable. Thanks
Here is another example of spline mesh casting shadow. Visibility is 0 but shadow is present. (Alpha shadows are off)
This is a bug that has not been fixed for years. Please program that when visibility is 0 it is like unchecking renderable button. That way we can animate and not have shadows.
Hi coilbook,
I will send this to developers asking about.
Regards
Paride
Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]
Posted: Mon Dec 24, 2018 9:27 pm
by coilbook
paride4331 wrote:coilbook wrote:Hi Paride,
can you forward this to developers.
Why octane still renders object inside vdb when visibility is set to 0. Can octane treat visibility 0 and nonrederable. Thanks
Here is another example of spline mesh casting shadow. Visibility is 0 but shadow is present. (Alpha shadows are off)
This is a bug that has not been fixed for years. Please program that when visibility is 0 it is like unchecking renderable button. That way we can animate and not have shadows.
Hi coilbook,
I will send this to developers asking about.
Regards
Paride
Thanks Paride. This is a nice effect to have sometimes. It would be nice it will render mesh outlines if visibility is 0.0001 and when it is 0 then it becomes nonrederable
Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]
Posted: Tue Dec 25, 2018 7:29 pm
by coilbook
paride4331 wrote:coilbook wrote:Dear otoy,
after 3ds max is reopened I still get an error more than 20 gpus in use. I have to manually go to network and recheck all slaves for the message to disappear. There is still a slave network bug thinking I have more than 20 GPUs. I have exactly 20
Hi coilbook,
could you check using SA, have you still this issue?
Regards
Paride
Hi Paride,
I cannot find error dialog in SA. Where is it?
So every time I open max I get this Started logging on 25.12.18 12:13:33
OctaneRender 4.00 RC7 (4000017)
the total count of GPUs used locally and over the network exceeds 20. ignoring slave xxxxxxxxx (7) with 5 device(s).
All gpus must be rechecked to work
Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]
Posted: Thu Dec 27, 2018 8:20 am
by paride4331
coilbook wrote:paride4331 wrote:coilbook wrote:Dear otoy,
after 3ds max is reopened I still get an error more than 20 gpus in use. I have to manually go to network and recheck all slaves for the message to disappear. There is still a slave network bug thinking I have more than 20 GPUs. I have exactly 20
Hi coilbook,
could you check using SA, have you still this issue?
Regards
Paride
Hi Paride,
I cannot find error dialog in SA. Where is it?
So every time I open max I get this Started logging on 25.12.18 12:13:33
OctaneRender 4.00 RC7 (4000017)
the total count of GPUs used locally and over the network exceeds 20. ignoring slave xxxxxxxxx (7) with 5 device(s).
All gpus must be rechecked to work
Hi Coilbook,
Windows > create Log window
Rgards
Paride
Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]
Posted: Sat Dec 29, 2018 7:58 pm
by coilbook
HI Paride,
SA does not have 20 gpu limit error. Only 3ds max plug in does it
Even disabling one video card in master and having only 19 it still turns off one of the slaves. So it is a network bug
When max is launched I have to uncheck all slaves. Then enable slave 4. Turn on octane viewport to check. Then 3,2,1 the same way. Or if I uncheck them all and recheck them it still might say "one slave is disabled due to gpu count"
Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]
Posted: Mon Dec 31, 2018 6:46 am
by paride4331
HI coilbook,
Thanks for your test, I sent this issue to 3dsMax developers.
Regards
Paride
Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]
Posted: Mon Dec 31, 2018 9:43 pm
by coilbook
does octane support opensubdiv? It seems that it is not working right. When I set it to GU display or Render Iter to see the result during rendering nothing happens. It only works when dense mesh is displayed in a viewport
It seems that turbosmooth is not working either when smooth during rendering is checked. It used to work for sure in octane 3
I tried scanline renderer and it works great with render iters only or GPU display
Thanks
Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]
Posted: Wed Jan 02, 2019 5:01 am
by oscartung
Can the vertex paint attributes be exported to standalone in this release?
Re: OctaneRender® for 3ds max® v2018.1-XB2 - 7.00 [TEST]
Posted: Wed Jan 02, 2019 1:12 pm
by paride4331
coilbook wrote:does octane support opensubdiv? It seems that it is not working right. When I set it to GU display or Render Iter to see the result during rendering nothing happens. It only works when dense mesh is displayed in a viewport
It seems that turbosmooth is not working either when smooth during rendering is checked. It used to work for sure in octane 3
I tried scanline renderer and it works great with render iters only or GPU display
Thanks
Hi coilbook,
it seems to work.
Regards
Paride