OctaneRender® for 3ds max® v1.17[Test]

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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Karba
OctaneRender Team
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temp-64GTX wrote:A bug with glass is still here.
We are investigating this issue.
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Karba
OctaneRender Team
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temp-64GTX wrote:A bug with glass is still here.
Fixed. Wait for a new version.
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temp-64GTX
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Karba wrote:Fixed. Wait for a new version.
Cool. Thanks.
Win7 x64, [email protected], 32Gb DDR3 1600, 2xGTX580 3Gb, Corsair 64Gb SSD, ViewSonic 2560x1440
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Karba
OctaneRender Team
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Vanya wrote:I'm sorry but where is it, I've seen it.
Fixed. Wait for a new release.
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acc24ex
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darkline wrote:
mykola1985 wrote:no news about hair and fur yet?
with ''geometry mode'' it still doesn't render..
if you're in Max 2014 the same trick still works. Switch to Scanline and render 1 frame. Now switch back to Octane and hair and fur will render in 'geo' mode for the entire max session and respect all parameters/animation

Karba can you please fix this so we don't have to do the workaround to render fur?
damn - why didn't I see this earlier - I was doing some hair renders and converted to mesh - memory killswitch -
- I tried using the PArray to scatter the grass - and it's working pretty nicely - apart from the fact you have to show all of the particles in the viewport if you want to show it in the render window - and it seems to make copies - not clones - or am I doing something wrong there - the base mesh is movable proxy - and it should make instances with the same tag? - the memory usage suggests it is doing copies .. any tips there? You get good scattering with PArray, pretty much most all of the settings you need is there
rodrigotrovao
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Location: Brazil

bump map is working?
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JJTTBB
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Joined: Fri May 28, 2010 10:06 pm

JJTTBB wrote:Problem starting MAX Design 2012 x64.
There's something wrong with my menu file and I can't start MAX... Although I haven't used MAX for almost 10 days, I think there was nothing wrong with it... I just installed (copied the files) Octane 1.17 for MAX and I wonder if there is a connection...
So, since nobody answered... I guess I have to re-install Max?
Is it possible to have a default mnu file from someone? Is it possible to just replace the menu file and re-install Forestpack, Maxwell and Octane? It would be easier I think...
AutoCAD,Revit Architecture, Max Design (all 2012) , Moi3D,Maxwell Render,Octane Render
Intel i7-8Gb RAM - Win7x64 - GTX550Ti
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bicket
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Hi karba

what is this new anonymous texture ?
Attachments
Texture.jpg
PortFolio
4 x TITAN - Win 7 64 - Octane Rocks
darkline
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Joined: Wed Mar 07, 2012 11:56 pm

acc24ex wrote:
darkline wrote:
mykola1985 wrote:no news about hair and fur yet?
with ''geometry mode'' it still doesn't render..
if you're in Max 2014 the same trick still works. Switch to Scanline and render 1 frame. Now switch back to Octane and hair and fur will render in 'geo' mode for the entire max session and respect all parameters/animation

Karba can you please fix this so we don't have to do the workaround to render fur?
damn - why didn't I see this earlier - I was doing some hair renders and converted to mesh - memory killswitch -
- I tried using the PArray to scatter the grass - and it's working pretty nicely - apart from the fact you have to show all of the particles in the viewport if you want to show it in the render window - and it seems to make copies - not clones - or am I doing something wrong there - the base mesh is movable proxy - and it should make instances with the same tag? - the memory usage suggests it is doing copies .. any tips there? You get good scattering with PArray, pretty much most all of the settings you need is there
I think the problem lies in that Max may well use instances within the Parray, but that's not the same as each object being an octane movable proxy. I don't think it supports it.

if you want to do that, forest pack pro (free) or multi-scatter are the best as they do work with octane instances

Alternatively using 'Geometry' on hair and fur will still convert to mesh at render time and be a big hit on memory, but the advantage being it'll retain any animation/interaction with the scene which you wouldn't get if you converted it into a mesh with the tools.
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
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nildoe
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Location: Maputo-Mozambique
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I updated octane on my max14 to 1.17 yesterday, i tested it out and it was rendering just fine..
today i find that octane has been de-activated, i try to activate its constantly saying that cannot connect to server :(.

But Octane standalone (1.10) is still activated. might it be a problem with my connection or with 1.17?

I deactivacted the license thru my account, it was deactivated..i waited more than 1 hour and tried to re-activate in max11 octane ve 1.13... it activated, but when i wanted to use 1.17 in my max14 installation it said de-activated again! :(, i went to DE-activate thru my account, it did..now im still waiting for another hour to pass.

Nildo
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!

MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
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