please, can you be more specific, and post example pictures or upload file?Elvissuperstar007 wrote:dirt behaves inappropriately
OctaneRender® for 3ds max® v2.23.2 - 1.9 [OBSOLETE]
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Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
I just noticed this, the MAT-ID channel - maybe others too, render without respecting the DOF of the beauty pass. The wrongly rendered channels were the ones specified in the render elements.
When I switch my engine to info-pass and render MAT-ID, It's perfect.
Ian
Edit: Can somebody confirm? Maybe It has been fixed by 1.9
When I switch my engine to info-pass and render MAT-ID, It's perfect.
Ian
Edit: Can somebody confirm? Maybe It has been fixed by 1.9
- pepasystem
- Posts: 49
- Joined: Mon Jun 24, 2013 6:03 pm
This didnt work when rendering as a pass rather than as an info channel.pepasystem wrote:Turn On Distributed Ray Tracking
I think it would be good to be able to render out a mask just for 1 ID with motion blur. Currently render layers removes the masked part from the render, which is generally not what we want.
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
Hi Jimstar,
I notice an issue in this release.
I don't know if it's a bug or a normal behavior.
I'm working on a big scene. I have 6GB gpus but I'm working now on my "old" quad GTX 580 workstation.
If I start the render the vram is filled about at 99%. Everything is ok, is well rendered, I can navigate the scene, tweak the materials, etc.
If I stop the render the vram remains filled at 99%, the data aren't purged. I check the gpus state through a Logitech keyboard with an lcd display onboard.
If I try to relaunch the render without touching anything 3ds Max does nothing, the render doesn't start. I have to close Max and relaunch it again.
When we close Max the gpus vram is purged.
If the vram is not full filled the purge process starts only when the cpu finish the translation job.
What means?
If I want to make a break when I'm using Max all vram is filled of data after the first render, the gpus fans work at high speed and I can do nothing to preserve the power. I have to close 3ds Max.
regards
I notice an issue in this release.
I don't know if it's a bug or a normal behavior.
I'm working on a big scene. I have 6GB gpus but I'm working now on my "old" quad GTX 580 workstation.
If I start the render the vram is filled about at 99%. Everything is ok, is well rendered, I can navigate the scene, tweak the materials, etc.
If I stop the render the vram remains filled at 99%, the data aren't purged. I check the gpus state through a Logitech keyboard with an lcd display onboard.
If I try to relaunch the render without touching anything 3ds Max does nothing, the render doesn't start. I have to close Max and relaunch it again.
When we close Max the gpus vram is purged.
If the vram is not full filled the purge process starts only when the cpu finish the translation job.
What means?
If I want to make a break when I'm using Max all vram is filled of data after the first render, the gpus fans work at high speed and I can do nothing to preserve the power. I have to close 3ds Max.
regards
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
Another issue:
In my scene I have a bush object that I saved as Octane proxy. The proxy visualization state is on high.
If I want to bend this proxy object the renderer treats its geometry as proxy, the original geometry is not used or rendered.
In the bended proxy object I can select to show the original geometry. Now the object is render correctly.
I think you should find a method to bypass this option when modifiers are applied to Octane proxy objects.
regards
In my scene I have a bush object that I saved as Octane proxy. The proxy visualization state is on high.
If I want to bend this proxy object the renderer treats its geometry as proxy, the original geometry is not used or rendered.
In the bended proxy object I can select to show the original geometry. Now the object is render correctly.
I think you should find a method to bypass this option when modifiers are applied to Octane proxy objects.
regards
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
SERIOUS BUG!
if you have created Octane proxies in a scene with units (for example millimeters) and you try to open this scene while your scene units are different (meters) you will see loaded your proxies enormous!
If you accept "Adopt file units scale" your proxies will be load with wrong scale.
Then if you reload again the same scene everything will be ok.
Octane proxies don't follow Max units. I've reported this issue many month ago to Karba but now I'm working heavily with proxies.
I need this issue to be repaired.
Thanks.
if you have created Octane proxies in a scene with units (for example millimeters) and you try to open this scene while your scene units are different (meters) you will see loaded your proxies enormous!
If you accept "Adopt file units scale" your proxies will be load with wrong scale.
Then if you reload again the same scene everything will be ok.
Octane proxies don't follow Max units. I've reported this issue many month ago to Karba but now I'm working heavily with proxies.
I need this issue to be repaired.
Thanks.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
Hi Jim,
I created the proxies with the 1.9 release.
Please make some tests.
Create proxies from original scenes ( evermotion, hqplants, etc.) where the objects were modeled in millimeters.
Merge these proxies into a scene in meters. Save this scene.
Reset Max and set the units to millimeters.
Reload the saved scene. Max will ask if you want to keep the millimeters units (current) or switch to meters. You will adopt the scene units.
The scene will be loaded with wrong scale proxies, they will be positioned all at 0,0,0.
Do you want my scene?
I created the proxies with the 1.9 release.
Please make some tests.
Create proxies from original scenes ( evermotion, hqplants, etc.) where the objects were modeled in millimeters.
Merge these proxies into a scene in meters. Save this scene.
Reset Max and set the units to millimeters.
Reload the saved scene. Max will ask if you want to keep the millimeters units (current) or switch to meters. You will adopt the scene units.
The scene will be loaded with wrong scale proxies, they will be positioned all at 0,0,0.
Do you want my scene?
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB