Hi Paride,
Can we get any feed back on the itoo bug from above post. We cannot render anything. Thanks
OctaneRender® for 3ds max® v2019.1.2 - 8.12
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- paride4331
- Posts: 3808
- Joined: Fri Sep 18, 2015 7:19 am
Hi coilbook,coilbook wrote:Hi Paride,
Can we get any feed back on the itoo bug from above post. We cannot render anything. Thanks
I'll check a new plugin test release tomorrow, I had a failed HDD corrupting my Win 10 and 7 today.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
paride4331 wrote:Hi coilbook,coilbook wrote:Hi Paride,
Can we get any feed back on the itoo bug from above post. We cannot render anything. Thanks
I'll check a new plugin test release tomorrow, I had a failed HDD corrupting my Win 10 and 7 today.
Regards
Paride
Thanks!
I jsut want to add every time a new rendering session begins an old itoo model stays and then the new starts being rendered and animated frame by frame. Maybe it'll help you
We tried and it looks like a regular scaled imagembetke wrote:Doesn't work for me well too. I just tested a bit for animation and it was blurry. Also .png looked strange...only that AI up sampling, it just remains low quality blur when it finishes - is that working at all?
- paride4331
- Posts: 3808
- Joined: Fri Sep 18, 2015 7:19 am
Hi coilbook,
My hardware issue was a nightmare, started testing today.
Regards
Paride
My hardware issue was a nightmare, started testing today.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
paride4331 wrote:Hi coilbook,
My hardware issue was a nightmare, started testing today.
Regards
Paride
Thanks I also noticed evaluation time is very high again when using itoo especially when camera moves even though camera clipping is off in itoo camera roll out. I'll try to send the scene It's like 40-55 sec per frame to process geometry before the actual rendering where old octane would do it in seconds. It's like it is reloading all itoo objects every frame again
These new octane version will even say rendering and you'll have black screen for 10-20 seconds
UPDATE:
I sent you the scene as PM. It is a camera 2 flying through the scene. The scene is mostly static itoo trees. What I dont understand is 40-50 sec eval every frame when it should be done only once and saved into vram and just have fly though camera. What is exactly processing every frame? I think octane and itoo are not optimized well.
Thanks
itoo UPDATE 2:
Ok I got really big news. If you render the scene I sent you as PM from frame 50 you get 40-50 sec eval times. If you render from frame 370 you get 20-30 eval times. (frame 370 has a lot less itoo forest objects in the view but they are there behind the camera so eval time should be the same)
So this means octane doesn't load all trees and grass at the same time and cannot have a smooth camera fly through similar to Brigade Engine. It means octane buffers all the itoo objects that a camera sees every frame. Why is this?
This is a bug. Octane should load all itoo objects to the vram and eval time should be the same no matter what camera angle is or if a camera has a movement
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Also you only partially fixed gradient texture with random color and itoo scatter Some trees flicker some not even though they are part of the same itoo forest pack. Not sure why some change color id and some dont they belong to the same itoo forest
I attached the video
Ok I got really big news. If you render the scene I sent you as PM from frame 50 you get 40-50 sec eval times. If you render from frame 370 you get 20-30 eval times. (frame 370 has a lot less itoo forest objects in the view but they are there behind the camera so eval time should be the same)
So this means octane doesn't load all trees and grass at the same time and cannot have a smooth camera fly through similar to Brigade Engine. It means octane buffers all the itoo objects that a camera sees every frame. Why is this?
This is a bug. Octane should load all itoo objects to the vram and eval time should be the same no matter what camera angle is or if a camera has a movement
**************************
Also you only partially fixed gradient texture with random color and itoo scatter Some trees flicker some not even though they are part of the same itoo forest pack. Not sure why some change color id and some dont they belong to the same itoo forest
I attached the video
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- vbvb.mp4
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- paride4331
- Posts: 3808
- Joined: Fri Sep 18, 2015 7:19 am
paride4331 wrote:Hi coilbook,
around the tests done until now, with my test release, the issues seem fixed.
Regards
Paride
Hi Paride,
Do you mean it will be fixed in a new release?
Also please remind them with mb not working at all using standard camera and phoenix fire particles not rendering
Thanks