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Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]
Posted: Wed Jan 18, 2012 4:13 am
by nirokugraphic
This is amazing !
as a compositor the additional render channels are exactly what I need so, having surface normals, position and zdepth etc is superb .
You are probably aware that trying to save these channels within an .exr appear to be corrupted . But if I understand correctly this is because this is 3dsmax trying to create these channels automatically, rather than Octane's implementation of them . Rendering individual passes out separately isn't much of a big deal only more time consuming - but I would rather have them than not !
Thankyou so much !
I would like to ask if I may if additional channels are on the way such as velocity ?
Takk fyrir fra Island
Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]
Posted: Wed Jan 18, 2012 8:21 am
by gabrielefx
nirokugraphic wrote:This is amazing !
as a compositor the additional render channels are exactly what I need so, having surface normals, position and zdepth etc is superb .
You are probably aware that trying to save these channels within an .exr appear to be corrupted . But if I understand correctly this is because this is 3dsmax trying to create these channels automatically, rather than Octane's implementation of them . Rendering individual passes out separately isn't much of a big deal only more time consuming - but I would rather have them than not !
Thankyou so much !
I would like to ask if I may if additional channels are on the way such as velocity ?
Takk fyrir fra Island
it's on my wish list yet
Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]
Posted: Wed Jan 18, 2012 12:27 pm
by merid888
add image with text indicating noise
Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]
Posted: Wed Jan 18, 2012 12:55 pm
by gabrielefx
merid888 wrote:add image with text indicating noise
I think that this noise it's normal....
I have always noise in my images but I can reduce it
You should compare Octane standalone + Octane for Max produced renders with the same parameters, materials, lights, etc.
Probably the sample parameter for glossy materials will help us
Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]
Posted: Wed Jan 18, 2012 1:45 pm
by gabrielefx
Hi Karba,
I found bugs in ies light primitive, in the vraylight translator and in the material editor:
01) vray instanced lights aren't converted in instances but single copies
02) merged lights and camera value units aren't properly scaled...Please check all merged objects in scenes with different scale
03) often the ies loading button doesn't open the browser window to load the ies file, I have to close and re-open Max
04) Kelvin value in ies lights doesn't produce the same power output of color value
05) missing Octane parameters name in the Slate Editor (unrolling Additional Params pull down menu I see only "??" names)
06) saving the Octane material library and reloading it all rendered spheres have wrong colors in the Material/Map Browser
please the ies light primitive needs a switch button to hide its icon (I can't use it at this stage), this is valid for octane light primitives too.
Thank you
Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]
Posted: Wed Jan 18, 2012 6:22 pm
by relox
Hi merid888 if you want to have your scene with less noise increase max samples to 64000 or 80000 it will be long hours of rendering but actually its the physically lighting calculation otherwise if you want to have your scene in less time you have to upgrade your machine with 2000 or more cuda cores. My scenes take 4 to 5 hours to produce less noise but it is much much faster tan maxwell i prefer 4 hours than 12 hours of maxwell.
Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]
Posted: Wed Jan 18, 2012 7:26 pm
by gabrielefx
relox wrote:Hi merid888 if you want to have your scene with less noise increase max samples to 64000 or 80000 it will be long hours of rendering but actually its the physically lighting calculation otherwise if you want to have your scene in less time you have to upgrade your machine with 2000 or more cuda cores. My scenes take 4 to 5 hours to produce less noise but it is much much faster tan maxwell i prefer 4 hours than 12 hours of maxwell.
you can't set more than 64000 samples...
Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]
Posted: Wed Jan 18, 2012 8:17 pm
by Karba
gabrielefx wrote:Hi Karba,
I found bugs in ies light primitive, in the vraylight translator and in the material editor:
01) vray instanced lights aren't converted in instances but single copies
02) merged lights and camera value units aren't properly scaled...Please check all merged objects in scenes with different scale
03) often the ies loading button doesn't open the browser window to load the ies file, I have to close and re-open Max
04) Kelvin value in ies lights doesn't produce the same power output of color value
05) missing Octane parameters name in the Slate Editor (unrolling Additional Params pull down menu I see only "??" names)
06) saving the Octane material library and reloading it all rendered spheres have wrong colors in the Material/Map Browser
please the ies light primitive needs a switch button to hide its icon (I can't use it at this stage), this is valid for octane light primitives too.
Thank you
1) Will fix
2) Don't understand what you mean.
3) Didn't have this issue. I will check
4) will check
5) It is quite hard to fix because of automatic parameter translation from octane. 3ds max has stupid system.

6) I will check/
Regarding light primitive. I can't switch of the geometry. Octane doesn't allow me to do it. But I have added special IES texture to allow plugin to use IES in materials.
Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]
Posted: Wed Jan 18, 2012 8:44 pm
by face
Delete this post
face
Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]
Posted: Wed Jan 18, 2012 9:17 pm
by gabrielefx
Karba wrote:gabrielefx wrote:Hi Karba,
I found bugs in ies light primitive, in the vraylight translator and in the material editor:
01) vray instanced lights aren't converted in instances but single copies
02) merged lights and camera value units aren't properly scaled...Please check all merged objects in scenes with different scale
03) often the ies loading button doesn't open the browser window to load the ies file, I have to close and re-open Max
04) Kelvin value in ies lights doesn't produce the same power output of color value
05) missing Octane parameters name in the Slate Editor (unrolling Additional Params pull down menu I see only "??" names)
06) saving the Octane material library and reloading it all rendered spheres have wrong colors in the Material/Map Browser
please the ies light primitive needs a switch button to hide its icon (I can't use it at this stage), this is valid for octane light primitives too.
Thank you
1) Will fix
2) Don't understand what you mean.
3) Didn't have this issue. I will check
4) will check
5) It is quite hard to fix because of automatic parameter translation from octane. 3ds max has stupid system.

6) I will check/
Regarding light primitive. I can't switch of the geometry. Octane doesn't allow me to do it. But I have added special IES texture to allow plugin to use IES in materials.
2a) if you merge a ies light with a radius of 25mm into a scene where the scale is in meters you wil get a ies light of 25 meters (this is not ok)
2b) if you merge a ies light with a radius of 0.025meters into a scene where the scale is in millimeters you will get a ies light of 25 millimeters (this is ok but the value is 0.025 millimeters)