This is not a bug.akira wrote:and there's still a bug: when use tonemapping is turned on, and response is set to linear, the imager's gamma setting won't work at all.
OctaneRender® for 3ds max® v2.24.2 - 2.16 [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.
with all respect, but you can set gamma for "Linear/Off" in standalone 2.24.2JimStar wrote:This is not a bug.akira wrote:and there's still a bug: when use tonemapping is turned on, and response is set to linear, the imager's gamma setting won't work at all.

You can set it in plugin 2.16 too. See my very first explanation in this thread.akira wrote:with all respect, but you can set gamma for "Linear/Off" in standalone 2.24.2
The gamma set in 3ds Max settings - is the gamma you see the images in 3ds Max user interface. If you set e.g. gamma 2.2 in Max settings - you tell to 3ds Max to show you all in that gamma. But you can always save the image with any gamma you like, or see it in Max UI with different gamma after changing it in 3ds Max settings, no matter "Linear" response is set or not. "Automatic" during saving will save it with rendered gamma (no matter "Linear" response is set or not).
If you don't want to use Max UI gamma - you disable it. In this case the Octane camera gamma is shown in Max rendering results. But Max will show you the material editor in gamma 1.0.
- daniel.reutersward
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Exactly! Before 2.15/2.16 I had 3Ds Max gamma at 2,2 and Octane worked without any double gamma, but I had to have "Affect Material Editor" ticked off in Gamma and LUT settings to get rid of the double gamma in the material editor.akira wrote:
ah i see, max's gamma settings now affect octane viewport in 2.16, that's why you get double gamma when max's gamma is set to 2.2.
i think turning off max's gamma is the only way to get rid of double gamma effects now.
and there's still a bug: when use tonemapping is turned on, and response is set to linear, the imager's gamma setting won't work at all.
That is a minor issue for me, however how everything works now is pretty much unusable for me...
So basically I have 2 choices: 1. Use 3Ds Max gamma at 2,2 and have Octane showing me double gamma, I have to guess the final result and then save out the image at another gamma 2. Have everything render correct but the material previews are at gamma 1,0 and pretty much useless?JimStar wrote:You can set it in plugin 2.16 too. See my very first explanation in this thread.
The gamma set in 3ds Max settings - is the gamma you see the images in 3ds Max user interface. If you set e.g. gamma 2.2 in Max settings - you tell to 3ds Max to show you all in that gamma. But you can always save the image with any gamma you like, or see it in Max UI with different gamma after changing it in 3ds Max settings, no matter "Linear" response is set or not.
If you don't want to use Max UI gamma - you disable it. In this case the Octane camera gamma is shown in Max rendering results. But Max will show you the material editor in gamma 1.0.
If I´m stupid and don´t understand what settings to use, please let me know what I need to do

EDIT: I´m not talking about standalone, have barely used standalone, I only have problem with how gamma is handled with the 3ds max plugin in 2.15 and 2.16.
You need to see my standalone-comparison images and understand that this exactly matches to the Octane engine results, thus it was the plugin who shown you the incorrect gamma in all previous versions. Now it shows the results that correspond to Octane engine results and fit into 3ds Max gamma processing ideology. If they are different to the previous plugin versions while are the same as standalone shows them to you - this means the previous versions of the plugin shown it wrong, not the "2.16 doubles the gamma".daniel.reutersward wrote:If I´m stupid and don´t understand what settings to use, please let me know what I need to do
No matter use you or not, the standalone engine is the core of Octane render. So, all the plugins must produce the results that conform to Octane engine results. Especially taking into account, there are other users who use both standalone and plugins.daniel.reutersward wrote:EDIT: I´m not talking about standalone, have barely used standalone, I only have problem with how gamma is handled with the 3ds max plugin in 2.15 and 2.16.
- daniel.reutersward
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[quote="JimStar"]You need to see my standalone-comparison images and understand that this exactly matches to the Octane engine results, thus it was the plugin who shown you the incorrect gamma in all previous versions. Now it shows the results that correspond to Octane engine results and fit into 3ds Max gamma processing ideology. If they are different to the previous plugin versions while are the same as standalone shows them to you - this means the previous versions of the plugin shown it wrong, not the "2.16 doubles the gamma".
Thank you! That answered cleared everything up for me!
One small thing, while I´m at it, can you please add a save button to the Octane Viewport/Frame buffer?
When doing a lot of test renders having to copy the image to 3Ds Max framebuffer first gets quite annoying.
As a example, Corona has a great feature - click on the save button and you save the image, long press and you can "save all", both the image and all render elements.
In the long run, when doing several lighting tests etc, it saves time!
Thank you! That answered cleared everything up for me!

One small thing, while I´m at it, can you please add a save button to the Octane Viewport/Frame buffer?
When doing a lot of test renders having to copy the image to 3Ds Max framebuffer first gets quite annoying.
As a example, Corona has a great feature - click on the save button and you save the image, long press and you can "save all", both the image and all render elements.
In the long run, when doing several lighting tests etc, it saves time!

coilbook
If something is stated in the header post by big red font - it is usually something important. And if you read it - you may have an answer to your question even before you post it...
I've deleted your posts here.
If something is stated in the header post by big red font - it is usually something important. And if you read it - you may have an answer to your question even before you post it...
I've deleted your posts here.
so is 2.16a considered old version? I dont understand ThanksJimStar wrote:coilbook
If something is stated in the header post by big red font - it is usually something important. And if you read it - you may have an answer to your question even before you post it...
I've deleted your posts here.
Please, take a look at the versions history. 2.16a was released on 30 Dec 2014. A LOT of things have been changed since then, including the new numeration of versions (<engine version> - <plugin version>).coilbook wrote:so is 2.16a considered old version? I dont understand Thanks
2.16a is an archaic version, not the same as 2.24.2 - 2.16.
- daniel.reutersward
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Hi Jim,
I´ve done some more tests. If I´m thinking completely weird, let me know and you can then delete this post
Perhaps this should be posted in the standalone part of the forum, if so, let me know and I will make a post there.
I still stick with my earlier rant about double gamma. I think the image I´ve attached explains it pretty good. If you need more information from me, let me know!
I think it´s great that the gamma is working as it does in the Standalone version, BUT this is the 3Ds Max plugin version, shouldn´t the plugin version be adapted to work correctly with 3Ds Max?
If I wanted to use the Standalone version, I wouldn´t have paid extra for the 3Ds Max version!
I of course bought the plugin version because I wanted to use Octane in 3Ds Max and thought that the plugin would be implemented to work based on the specific 3D software...
I´ve done some more tests. If I´m thinking completely weird, let me know and you can then delete this post

Perhaps this should be posted in the standalone part of the forum, if so, let me know and I will make a post there.
I still stick with my earlier rant about double gamma. I think the image I´ve attached explains it pretty good. If you need more information from me, let me know!
I think it´s great that the gamma is working as it does in the Standalone version, BUT this is the 3Ds Max plugin version, shouldn´t the plugin version be adapted to work correctly with 3Ds Max?
If I wanted to use the Standalone version, I wouldn´t have paid extra for the 3Ds Max version!
I of course bought the plugin version because I wanted to use Octane in 3Ds Max and thought that the plugin would be implemented to work based on the specific 3D software...