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Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Thu Mar 14, 2013 2:08 pm
by merid888
am trying to do an single exercise with fog color and nothing happen, i follow the setting of material profbetis and the image just is the same, nothing happen
add image
is the same with directlight, pathtracing or pmc

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Fri Mar 15, 2013 3:31 am
by awsjolie
Bug here

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Fri Mar 15, 2013 3:43 am
by profbetis
Are you sure? Try adjusting your ao_dist parameter or switch to diffuse mode. I think it's just very evenly lit. Also try putting a daylight light in there

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Fri Mar 15, 2013 4:51 am
by awsjolie
here i change the diffuse color from white to grey

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Fri Mar 15, 2013 4:53 am
by Karba
awsjolie wrote:here i change the diffuse color from white to grey
Seems your ray epsilon is to big, or wrong scene scale.

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Fri Mar 15, 2013 5:37 am
by emihich
You are working hard , the max plugin and responsiveness is overall better.
Still , long way to go, though.

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Fri Mar 15, 2013 8:47 am
by oguzbir
Hi Karba,

I generally render large images 5K o sometime 8K renders for my projects.
When rendering my final images. I tend to use Max render button instead of Octane viewport.
That works perfectly fine. I'm using the latest 1.11c version on Max 2013.
But when I'm rendering the render passes I like to have the renders through Octane viewport.
Because my max files are around ~1GB. and has around 100mil polygons.

I'm using the Octane render viewport because that way. I dont waste time for Processing geometry for all the passes.
Also I can change the materials to white and turn of the lights and add pure white to environment, to render the occlusion pass.
Also I render 2-3 occlusion passes. wide and thin..

But the problem is while octane viewport renders at some point the render just resets and start from the beginning lets say at 45th sample. And the screen and max windows flicker and gets unresponsive.

My computer rig is i7 3930K @4.2ghz on RampageIV Extrm + SSD boot drive + 32GB ram not OC'ed + 1 GTX 680 4GB@16x + 1 Titan 6GB@16x. I just using the Titan for render because of its high RAM..
MY scene loads to the Vram just fine. The scene takes about 3-4 GB VRam.
As system memory is 32 GB. Max uses ~16GB of it even with the voxelization process. So I have 15 GB ram left most of the time.
Also while rendering I'm keeping GPU's temprature around 60'C with high Fan speed.

So, could you please tell me what is wrong.? is it due to windows? or is it because of Octane beta ?
Are there anything you can do about it?

This problem isnt at a spesific scene. I did spot this earlier after v1.0 release. But those days I was using 4GB GTX.

Your help is much appreciated.
Thanks

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Sat Mar 16, 2013 2:56 am
by merid888
hi profbetis, i can't creat fog like your parameters, add image and file if you can help me

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Sat Mar 16, 2013 3:17 am
by profbetis
I posted my scene on the last page if you want to download that.

Make sure your camera is outside the volume and that Fake Shadows is on in the specular material. Also mess with the scale property in the scattering medium.

One question for Karba: In my scene, if I turn off fake_shadows, I don't get direct sunlight in there? somehow it gets the sky but not the sun? Shouldn't a more realistic calculation include the sun as well? What's different about the sun than different light sources like the sky?

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Sat Mar 16, 2013 7:03 pm
by Elvissuperstar007
ortho camera?I can not find