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Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]

Posted: Sun Sep 30, 2012 3:24 pm
by acc24ex
sorry
- i dont consider it really as swearing, its like an emoticon 0_0
I was just pretty much surprised because I didnt check two updates of octane live properly - only to start doing a project and find out mapscaler is still bugging it out..
and then it crashed and died and didnt save it (yes my bad, but it never dies out on a fresh simple project like that) - a bit frustrating at the moment

Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]

Posted: Sun Sep 30, 2012 8:03 pm
by Karba
acc24ex wrote:sorry
- i dont consider it really as swearing, its like an emoticon 0_0
I was just pretty much surprised because I didnt check two updates of octane live properly - only to start doing a project and find out mapscaler is still bugging it out..
and then it crashed and died and didnt save it (yes my bad, but it never dies out on a fresh simple project like that) - a bit frustrating at the moment
Did you use World Space Modifier type?
it is not supported properly.

Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]

Posted: Mon Oct 01, 2012 8:45 am
by be_fast
I am wondering if anyone else have a problem with multiply GPUs. I have 3 gtx 5803gb and when I am using any 2 of them - rendering is just fine, but when I am using all 3 my PC going to reboot. I could suppose its hardware issue, power or motherboard, BUT in stand alone I am rendering 6000x8000 images with all 3 cards for an hours and its ok. Even more, when I am rendering with octane for 3dsmax in realtime viewport - everything is just fine too!
PC goes to reboot when I am rendering animation. Sometimes at the 2nd, 3rd frame, sometimes right after few minutes of rendering. Once more - it`s never happens when I am using realtime viewport, not 3ds max render function.

Please help
(3ds max 2012 x64, oct for max 3.01)
PS 1010w for all PC +500w for 1 separate gtx580

Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]

Posted: Mon Oct 01, 2012 11:57 am
by gabrielefx
be_fast wrote:I am wondering if anyone else have a problem with multiply GPUs. I have 3 gtx 5803gb and when I am using any 2 of them - rendering is just fine, but when I am using all 3 my PC going to reboot. I could suppose its hardware issue, power or motherboard, BUT in stand alone I am rendering 6000x8000 images with all 3 cards for an hours and its ok. Even more, when I am rendering with octane for 3dsmax in realtime viewport - everything is just fine too!
PC goes to reboot when I am rendering animation. Sometimes at the 2nd, 3rd frame, sometimes right after few minutes of rendering. Once more - it`s never happens when I am using realtime viewport, not 3ds max render function.

Please help
(3ds max 2012 x64, oct for max 3.01)
PS 1010w for all PC +500w for 1 separate gtx580
mmmh...

memory issue, try to create a simple teapot animation.

Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]

Posted: Mon Oct 01, 2012 3:31 pm
by Newman
I have a strange bug ...
all shown in the screenshots.
Just bought octane and chose 3ds max as a program to render and then it turned out flaws more than I could have imagined.
Demo version to give himself and the octane plgin no, that went out "pig in a poke"
-It is very inconvenient to do glossy material as slider roughness too sensitive
Subjectively-octane for Max as slower (but I do not claim to still be tested)
-Displayed incorrectly reflections in the ambient occlusion mode (see screenshots)
-If you set ambient oclusion is the same as a standalone you get nothing.
Plugin itself is good, but I think that it is clearly not up to the commercial product yet.

Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]

Posted: Mon Oct 01, 2012 4:54 pm
by acc24ex
Karba wrote: Did you use World Space Modifier type?
it is not supported properly.
I guess..
- Is there another kind that works ?
OK, Ill try other types.. thanks

Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]

Posted: Mon Oct 01, 2012 7:29 pm
by Karba
Newman wrote:I have a strange bug ...
all shown in the screenshots.
Just bought octane and chose 3ds max as a program to render and then it turned out flaws more than I could have imagined.
Demo version to give himself and the octane plgin no, that went out "pig in a poke"
-It is very inconvenient to do glossy material as slider roughness too sensitive
Subjectively-octane for Max as slower (but I do not claim to still be tested)
-Displayed incorrectly reflections in the ambient occlusion mode (see screenshots)
-If you set ambient oclusion is the same as a standalone you get nothing.
Plugin itself is good, but I think that it is clearly not up to the commercial product yet.
Hm, looks like a bug. We will check it.

Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]

Posted: Mon Oct 01, 2012 7:59 pm
by be_fast
gabrielefx wrote:
be_fast wrote:I am wondering if anyone else have a problem with multiply GPUs. I have 3 gtx 5803gb and when I am using any 2 of them - rendering is just fine, but when I am using all 3 my PC going to reboot...
Please help
(3ds max 2012 x64, oct for max 3.01)
PS 1010w for all PC +500w for 1 separate gtx580
mmmh...

memory issue, try to create a simple teapot animation.
Do you mean video memory? is it known issue? Looks like you are right, memory filling up each next frame until crash/reboot, no?

Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]

Posted: Mon Oct 01, 2012 8:03 pm
by Karba
Newman wrote:I have a strange bug ...
all shown in the screenshots.
Just bought octane and chose 3ds max as a program to render and then it turned out flaws more than I could have imagined.
Demo version to give himself and the octane plgin no, that went out "pig in a poke"
-It is very inconvenient to do glossy material as slider roughness too sensitive
Subjectively-octane for Max as slower (but I do not claim to still be tested)
-Displayed incorrectly reflections in the ambient occlusion mode (see screenshots)
-If you set ambient oclusion is the same as a standalone you get nothing.
Plugin itself is good, but I think that it is clearly not up to the commercial product yet.
Fixed.
Wait for a new version.

Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]

Posted: Mon Oct 01, 2012 8:28 pm
by buggy
Just curious - has this update been tested on Max 2011 yet? I had previously reported that it wasn't working.

One other thing, I found another way to produce the material overwriting bug I was encountering in my current version of the plugin (beta 300d):
I create a multi-sub-object material with Octane materials in the sub-slots and if I drag a material from a different slot in the material editor over one of the sub-materials in these sub-slots, it changes the sample view of the material I dragged to look like the one I replaced.
So, for example if I have a multi-sub-object material with say a green and a blue material in it and I drag a red material onto the green material slot, the red material changes to green. I can click on it and see that it still has its original parameter settings (red). I mention this in case it also happens in the latest build (and since it appeared to be a new report.)

Cheers,

buggy