Page 3 of 11
Re: OctaneRender® for 3ds max® v1.02[Test]
Posted: Sat Dec 22, 2012 7:53 pm
by jauffrey
I use it only gtx680 4go(monitor) shows (1236mb???) in the viewport?
the render 3 x gtx 590 (render)
Re: OctaneRender® for 3ds max® v1.02[Test]
Posted: Sat Dec 22, 2012 8:20 pm
by mbetke
To reduce the vram usage from 3dsmax I mostly set the viewport to box-display only and then start the render(s) after restarting 3dmax. it helps a lot.
Re: OctaneRender® for 3ds max® v1.02[Test]
Posted: Sun Dec 23, 2012 12:09 am
by mykola1985
nice update!
Re: OctaneRender® for 3ds max® v1.02[Test]
Posted: Sun Dec 23, 2012 12:19 am
by mykola1985
still can't get rid of those white pixels..
(see picture)
Re: OctaneRender® for 3ds max® v1.02[Test]
Posted: Sun Dec 23, 2012 10:07 am
by bicket
mykola1985 wrote:still can't get rid of those white pixels..
(see picture)
Seems to be the sun reflecting on the surface of the car

Re: OctaneRender® for 3ds max® v1.02[Test]
Posted: Sun Dec 23, 2012 10:21 am
by mykola1985
bicket wrote:mykola1985 wrote:still can't get rid of those white pixels..
(see picture)
Seems to be the sun reflecting on the surface of the car

yeah, the sun made of pixels though..

Re: OctaneRender® for 3ds max® v1.02[Test]
Posted: Mon Dec 24, 2012 1:04 am
by Reality4
The 1.01/1.02 updates feel more like a 1.5 update, there are so many great new features. The importance sampling is a real time saver. Great work!
Re: OctaneRender® for 3ds max® v1.02[Test]
Posted: Mon Dec 24, 2012 1:25 am
by mykola1985
I'm loving it!
here, some of my renders:
Re: OctaneRender® for 3ds max® v1.02[Test]
Posted: Mon Dec 24, 2012 2:17 am
by mykola1985
possible only with the new version

Re: OctaneRender® for 3ds max® v1.02[Test]
Posted: Tue Dec 25, 2012 2:43 pm
by Angelos
Karba could you please do the possibility to use MultiScatterTexture as diffuse channel for distributing objects with MultiScatter?
Thanks