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Re: OctaneRender® for 3ds max® v1.50a

Posted: Fri Apr 25, 2014 12:41 am
by oguzbir
Karba wrote:
oguzbir wrote: Yesterday I had the same issue. I had one object which has turbosmooth off for viewport, 2 iterations for render.
It's painfully slow in OCtane viewport. What I did was I turned off render setting for the turbosmooth.
That helped.
This has to be solved Karba..
Are you expecting render iterations just magically appear in octane viewport without any time/memory/speed issues/downgrades?
Karba,
No no That is not what I meant. You totally miss understood me. Please dont get this personal. These are all positive feedbacks. I truely admire your efforts in Octane.

Please imagine a scene with objects having unique turbosmooth modifiers that some are set as iterations set at render.
And some other objects having iterations set at viewport.

Since Octane viewport speed degrages for every Tsmooth (set at render). Even when rotating the view.
I think octane smooths those object every time you rotate the view.

So, in order to have a speedy workflow and have octane viewport render at it's best, we have to arrange all object and search one by one each object if it has Tsmooth set at render and disable it. Just to have a fluid octane viewport and adjust our lights and materials in a speedy way.

I know we can hunt down those Tsmoothed object with scripts and disable them. But this is not helping with the workflow.

I do very like the fact that, now Octane can smooth objects at render time. Kudos for that!
But doing this in octane viewport(preview viewport if you will) does reduce the speed greatly. And this is a problem isn't it?

I'm not great with ideas but for me it would be best if we could disable or enable "smoothing in render" feature just for octane viewport.
If not. maybe it was all better like in the old days like it wasn't working.

Cause, like most of our friends here I'm working on scenes with lots of objects in it combining into massive scenes with milions of polygons. Or imagine a high poly car model.
Some objects in the scenes are merged from older scenes and those may have object with Tsmooth that are set at render.

This is simply why I'm just a tad against this new feature (just for octane viewport not for main render)

I'm very much aware of your efforts, I do know you also deal with novice user friends here with novice questions.
And it's leaving you less time to improve the software.

Lastly,
I'm really not fond of writing bunch of bla bla's in forums.
I'm just an artist I dont know how to code but I'm pretty much aware of the complexitiy coding a gpu renderer.
I mainly work with Octane (for 3 years) and I seldomly use and have 2 other gpu renderer sofware licences as well.
Also I'm a beta tester of a new gpu renderer that will release soon.

Every time a dude like me asks a question in the forums or give a feedback about performance loss due to a new feature.
We all have the same response "adding features in gpu renderers DOES reduce performance" or like you said..
As if am I expecting things just apeear magically. No I do not.
I'm just trying pointing out a fact that, this ruins octane, the best responsive renderer I know of.

Believe me I know that. Maybe not all the people knows this but me and other users who use this software to earn money. And want to have our software to work better in a better user experience workflow.

Please please believe my sincerity and good will here..
I always want to think that all our feedback here does help.
I'm really sorry to say that but I must say that I get really offended and sick of having responses with that attitude.

and Who am I to judge and give feedback to.. please continue doing what you know is best.

Cheers,

Re: OctaneRender® for 3ds max® v1.50a

Posted: Fri Apr 25, 2014 3:29 am
by Karba
oguzbir wrote:
Karba wrote:
oguzbir wrote: Yesterday I had the same issue. I had one object which has turbosmooth off for viewport, 2 iterations for render.
It's painfully slow in OCtane viewport. What I did was I turned off render setting for the turbosmooth.
That helped.
This has to be solved Karba..
Are you expecting render iterations just magically appear in octane viewport without any time/memory/speed issues/downgrades?
Karba,
No no That is not what I meant. You totally miss understood me. Please dont get this personal. These are all positive feedbacks. I truely admire your efforts in Octane.

Please imagine a scene with objects having unique turbosmooth modifiers that some are set as iterations set at render.
And some other objects having iterations set at viewport.

Since Octane viewport speed degrages for every Tsmooth (set at render). Even when rotating the view.
I think octane smooths those object every time you rotate the view.

So, in order to have a speedy workflow and have octane viewport render at it's best, we have to arrange all object and search one by one each object if it has Tsmooth set at render and disable it. Just to have a fluid octane viewport and adjust our lights and materials in a speedy way.

I know we can hunt down those Tsmoothed object with scripts and disable them. But this is not helping with the workflow.

I do very like the fact that, now Octane can smooth objects at render time. Kudos for that!
But doing this in octane viewport(preview viewport if you will) does reduce the speed greatly. And this is a problem isn't it?

I'm not great with ideas but for me it would be best if we could disable or enable "smoothing in render" feature just for octane viewport.
If not. maybe it was all better like in the old days like it wasn't working.

Cause, like most of our friends here I'm working on scenes with lots of objects in it combining into massive scenes with milions of polygons. Or imagine a high poly car model.
Some objects in the scenes are merged from older scenes and those may have object with Tsmooth that are set at render.

This is simply why I'm just a tad against this new feature (just for octane viewport not for main render)

I'm very much aware of your efforts, I do know you also deal with novice user friends here with novice questions.
And it's leaving you less time to improve the software.

Lastly,
I'm really not fond of writing bunch of bla bla's in forums.
I'm just an artist I dont know how to code but I'm pretty much aware of the complexitiy coding a gpu renderer.
I mainly work with Octane (for 3 years) and I seldomly use and have 2 other gpu renderer sofware licences as well.
Also I'm a beta tester of a new gpu renderer that will release soon.

Every time a dude like me asks a question in the forums or give a feedback about performance loss due to a new feature.
We all have the same response "adding features in gpu renderers DOES reduce performance" or like you said..
As if am I expecting things just apeear magically. No I do not.
I'm just trying pointing out a fact that, this ruins octane, the best responsive renderer I know of.

Believe me I know that. Maybe not all the people knows this but me and other users who use this software to earn money. And want to have our software to work better in a better user experience workflow.

Please please believe my sincerity and good will here..
I always want to think that all our feedback here does help.
I'm really sorry to say that but I must say that I get really offended and sick of having responses with that attitude.

and Who am I to judge and give feedback to.. please continue doing what you know is best.

Cheers,
Ok, what do you mean slow viewport? low render speed? slow viewport opening?
Can I have your scene?
[email protected]

Re: OctaneRender® for 3ds max® v1.50a

Posted: Fri Apr 25, 2014 7:53 am
by suvakas
Karba wrote:
suvakas wrote:Sometimes the animation rendering stops on some random frame.
GPU's are idle, but the rendering process dialog is open and does nothing.

Also please add the shutter speed option.

Suv
What is your GPU, power supply, GPU temperature in the middle of an animation?
I have plenty of power (>1kw psu) and 2 x GTX 560 in that box.
Hmm.. you think it could be over heating?
I'll try to make a note next time it happens.
Thanks for the idea.

Suv

Re: OctaneRender® for 3ds max® v1.50a

Posted: Sat Apr 26, 2014 11:50 am
by palhano
Now that Otoy has adopted orbx file format to exchange scene data when do you expect to include orbx export capability so that we can send scenes to standalone renderer or even to Brigade?

Re: OctaneRender® for 3ds max® v1.50a

Posted: Wed Apr 30, 2014 4:04 am
by rodrigotrovao
its giving me an error. I create and save any octane scene and when i reopen it, it gives me an error an closes.
Gives me an error report with the following files:
3dsmax_minidump.dmp,dmpuserinfo.xml,dumpdata.zip

any way to solve this?

Re: OctaneRender® for 3ds max® v1.50a

Posted: Wed Apr 30, 2014 4:23 am
by Karba
rodrigotrovao wrote:its giving me an error. I create and save any octane scene and when i reopen it, it gives me an error an closes.
Gives me an error report with the following files:
3dsmax_minidump.dmp,dmpuserinfo.xml,dumpdata.zip

any way to solve this?
What happens if you don't use Octane in a scene and save and reopen it?

Re: OctaneRender® for 3ds max® v1.50a

Posted: Wed Apr 30, 2014 4:41 am
by rodrigotrovao
its ok. mentalray ok. i erased that appdata and still crashes (it cant open). I can import (merge) and use it again the scene, but cant open. want me to send you? 2014 sp5.

Re: OctaneRender® for 3ds max® v1.50a

Posted: Wed Apr 30, 2014 4:43 am
by xxdanbrowne
palhano wrote:Now that Otoy has adopted orbx file format to exchange scene data when do you expect to include orbx export capability so that we can send scenes to standalone renderer or even to Brigade?
I can't wait for this too.

Re: OctaneRender® for 3ds max® v1.50a

Posted: Wed Apr 30, 2014 4:48 am
by Karba
rodrigotrovao wrote:its ok. mentalray ok. i erased that appdata and still crashes (it cant open). I can import (merge) and use it again the scene, but cant open. want me to send you? 2014 sp5.
yep

[email protected]

Re: OctaneRender® for 3ds max® v1.50a

Posted: Thu May 01, 2014 5:34 pm
by tonycho
Hi Karba
Can you optimizing the vray material converter.? :)
I am no good in making material. And I have difficulty making perfect octane material. Especially from archmodel.

It will be great help Karba :)
Pretty please :D