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Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]
Posted: Fri Feb 22, 2019 10:43 pm
by coilbook
1. Octane's slow materials and making 3ds max run slow after using octane viewport for a while is still not fixed. 2 videos attached, it happens a lot when you work with textures after octane viewport was opened. Thanks
2. HDR skies are now very dark but the sun is too bright Do i need to change anything? RC7 never had this problem
Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]
Posted: Sat Feb 23, 2019 7:37 am
by acc24ex
..I think those slowdowns after working for a longer time is down to max, I've read complaints like that on other groups as well, hope there's somthing to be done, but a restart of max is a stupid solution.. I think I always had them ..
On other note, I'm using this version for production, and so far it's not terrible, crashes when I do some complex operations like pathdeform while messing with a stack.. so I'd say not bad so far - I'm apparently using every test version as production, as it's the best way to test (not gonna complain if it screws me up)
Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]
Posted: Sat Feb 23, 2019 10:37 am
by acc24ex
BTW xref doesn't really refresh the materials apparently. .
Also this common max scaling issue: what system units should I use really - I've go it set on 1 unit 1 cm.. and I mean it's fine, I know octane uses 1m as 1 unit, but shouldn't it translate something internally so that new users don't get confused ..
I'm doing a product render shot with 1 unit 1cm and in cm, and now I'm starting a landscape arch, which should really be in meters, but it actually seems to tiny when I switch everything to 1m, when I'm working with tiny stuff I get some camera view issues, clipping etc,,
Is it ok to work with defaults for all cm and 1 unit 1 cm ..
Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]
Posted: Mon Feb 25, 2019 2:26 pm
by coilbook
acc24ex wrote:..I think those slowdowns after working for a longer time is down to max, I've read complaints like that on other groups as well, hope there's somthing to be done, but a restart of max is a stupid solution.. I think I always had them ..
On other note, I'm using this version for production, and so far it's not terrible, crashes when I do some complex operations like pathdeform while messing with a stack.. so I'd say not bad so far - I'm apparently using every test version as production, as it's the best way to test (not gonna complain if it screws me up)
Thank you
Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]
Posted: Mon Feb 25, 2019 2:27 pm
by coilbook
Hi otoy,
any news how to properly use HDr now. The sun is too bright and clouds are too dark. Please see my post above.
Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]
Posted: Mon Feb 25, 2019 3:20 pm
by paride4331
coilbook wrote:1. Octane's slow materials and making 3ds max run slow after using octane viewport for a while is still not fixed. 2 videos attached, it happens a lot when you work with textures after octane viewport was opened. Thanks
2. HDR skies are now very dark but the sun is too bright Do i need to change anything? RC7 never had this problem
Hi coilbook,
hdri seems ok, I tested 6.14, RC3 and RC4, coulf you check if you changed something in LUT or Gamma?
I found some freezing using HDRIs in RC4, sent it to developers.
Yes, 3dsMax material editor goes slowly, I hoped in new Nvidia drivers, but nothing.
Regards
Paride
Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]
Posted: Mon Feb 25, 2019 4:03 pm
by paride4331
acc24ex wrote:BTW xref doesn't really refresh the materials apparently. .
Also this common max scaling issue: what system units should I use really - I've go it set on 1 unit 1 cm.. and I mean it's fine, I know octane uses 1m as 1 unit, but shouldn't it translate something internally so that new users don't get confused ..
I'm doing a product render shot with 1 unit 1cm and in cm, and now I'm starting a landscape arch, which should really be in meters, but it actually seems to tiny when I switch everything to 1m, when I'm working with tiny stuff I get some camera view issues, clipping etc,,
Is it ok to work with defaults for all cm and 1 unit 1 cm ..
Hi acc24ex,
It doesn't depend on Octane, set 3dsMax system unit before starting to work, switching on fly from 1u=1cm to 1=1mt you you will incur on unit of measurement issue.
Regards
Paride
Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]
Posted: Mon Feb 25, 2019 5:22 pm
by coilbook
paride4331 wrote:coilbook wrote:1. Octane's slow materials and making 3ds max run slow after using octane viewport for a while is still not fixed. 2 videos attached, it happens a lot when you work with textures after octane viewport was opened. Thanks
2. HDR skies are now very dark but the sun is too bright Do i need to change anything? RC7 never had this problem
Hi coilbook,
hdri seems ok, I tested 6.14, RC3 and RC4, coulf you check if you changed something in LUT or Gamma?
I found some freezing using HDRIs in RC4, sent it to developers.
Yes, 3dsMax material editor goes slowly, I hoped in new Nvidia drivers, but nothing.
Regards
Paride
Hi paride,
I am using 4.02.1 6.14 I sent you HDR map as PM Can you try it? I am not sure what I am doing wrong. it's just dark
My scene also has enable gamma and lut disabled
Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]
Posted: Mon Feb 25, 2019 5:41 pm
by coilbook
Looks like setting gamma to 1 in the material editor helped but now i have two problems:
1. Making the sky bright makes area around the sun almost white. Anyway to fix this and reduce just sun intensity and make blue sky brighter?
2 Border mode still doesn't work.
And why do I have to set Gamma to 1 to begin with?
Thanks
Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]
Posted: Mon Feb 25, 2019 7:40 pm
by senorpablo
coilbook wrote:Looks like setting gamma to 1 in the material editor helped but now i have two problems:
1. Making the sky bright makes area around the sun almost white. Anyway to fix this and reduce just sun intensity and make blue sky brighter?
2 Border mode still doesn't work.
And why do I have to set Gamma to 1 to begin with?
Thanks
Generally speaking, 1 is the correct gamma for all maps except diffuse textures that are based on photos. Definitely HDR image formats(exr, hdr) expect gamma 1.
Why Otoy decided to have gamma default to 2.2 is beyond me. It's not correct and demonstrates a lack of understanding of the field.
Under the hood is kind of a mess. The displacement maps, and probably many others, internal to Octane have some goofy, non-linear math going on.