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Re: OctaneRender® for 3ds max® v2.21.1

Posted: Fri Feb 27, 2015 3:27 am
by Karba
gabrielefx wrote:Hi Karba,

thank you for this new release.

There is an issue with Geppetto (polulate) and motion blur, (objet and vertex). The renderer goes in loop on the first pass and never it's updated.

regards.
May I have the scene?

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Fri Feb 27, 2015 3:31 am
by arquimoncho
hello team... Karba, a couple of questions

what is exactly "Out of core memory usage" or allows me?? it may be a silly question, but with the lack of information is not difficult to run into these situations, again thank all the effort that both you and the OTOY team are putting in the project but would not be to usefull information.

RO

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Fri Feb 27, 2015 3:32 am
by Karba
gabrielefx wrote:Hi Karba,

I found another issue:

Some desaturated to 0 tonemaps are wrong.
For example Ektachrome 400XCD desaturated to zero is orange.
I think this is a wrong behavior.

Also..
spherical camera side by side don't work (all the stereo settings too)
In Rhino works good.

Also..
vignetting is 2d, is not applied on both images...
It's a kernel issue. Please talk about it with Abstrax.

Max2014
I will fix spherical camera.

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Fri Feb 27, 2015 3:40 am
by Karba
arquimoncho wrote:hello team... Karba, a couple of questions

what is exactly "Out of core memory usage" or allows me?? it may be a silly question, but with the lack of information is not difficult to run into these situations, again thank all the effort that both you and the OTOY team are putting in the project but would not be to usefull information.

RO
If you don't have enough gpu memory to render a scene, you can use this option. The price will be a speed drop.

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Fri Feb 27, 2015 3:47 am
by abstrax
gabrielefx wrote:Hi Karba,

I found another issue:

Some desaturated to 0 tonemaps are wrong.
For example Ektachrome 400XCD desaturated to zero is orange.
I think this is a wrong behavior.
I think this behaviour is by design and nothing new: The image de-saturated before the film response is applied. This allows you to emulate old photos for example. Until now, nobody has complained about it, but I have seen some renderings in the past, that use this effect.
Also..
spherical camera side by side don't work (all the stereo settings too)
In Rhino works good.
Andrey will have a look at it.
Also..
vignetting is 2d, is not applied on both images...
It's a kernel issue. Please talk about it with Abstrax.
For perspective stereo images it will be fixed in the next Octane release. Panoramic renderings will have vignette disabled though, because it doesn't make any sense in them and causes visible edges, when you re-project a panoramic rendering with vignette. And it's easy to forget to not turn it off, because it's not very obvious.

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Fri Feb 27, 2015 8:31 am
by HHbomb
Hello Karba, in a earlier post you said :
"At the moment there is no proper way for implementation of multi uv channels. octane standalone implementation doesn't allow to do that without extra GPU memory consumption even if it is not used."
Is it always the case, or you find a workaround ? Thanks.

No ? Yes ? Perhaps ?

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Fri Feb 27, 2015 9:22 am
by RobSteady
Karba, can you please fix the "Show Shaded Material In Viewport" issue?
It's still in this release.
V-Ray.jpg
Octane.jpg

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Fri Feb 27, 2015 10:48 am
by ka-ra
There is a lot of new features in the standalone:

Light passes,
Render layers
Stereo panorama

It will be in a future release of the plugin?

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Fri Feb 27, 2015 3:14 pm
by RobSteady
Is there some way to render alpha masks for materials?
It's impossible to get clean selections with the Mat ID pass.
For example for leaves
B_trees0000.png

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Sat Feb 28, 2015 10:17 am
by gabrielefx
Karba wrote:
gabrielefx wrote:Hi Karba,

thank you for this new release.

There is an issue with Geppetto (polulate) and motion blur, (objet and vertex). The renderer goes in loop on the first pass and never it's updated.

regards.
May I have the scene?
create a plane then use the Populate tool to draw some paths, the plugin will create walking paths. Choose the geometry in the ribbon tool panel and generate the people. You can download high res bodies. Enable motion blur, hit render to see the issue.

regards