Hi coilbook,
Do you use the point as decimal separator instead of the comma?
Regards
Paride
OctaneRender® for 3ds max® v3.06.4 - 4.38 [OBSOLETE]
Forum rules
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.
- paride4331
- Posts: 3819
- Joined: Fri Sep 18, 2015 7:19 am
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- paride4331
- Posts: 3819
- Joined: Fri Sep 18, 2015 7:19 am
Hi acc24ex,
Thanks for the report, I will send the issue to the developers.
Previous Octane Render Plugin 3dsMax releases Turn-Off /On Worked Correctly.
About Gamma I can not understand your issue, it seems all right, what do you find issue gamma?
Regards
Paride
Thanks for the report, I will send the issue to the developers.
Previous Octane Render Plugin 3dsMax releases Turn-Off /On Worked Correctly.
About Gamma I can not understand your issue, it seems all right, what do you find issue gamma?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
It all looks fine on all viweports, but when I save image turns up darker..
Try saving it as .jpg see if there's a difference
Try saving it as .jpg see if there's a difference
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
- paride4331
- Posts: 3819
- Joined: Fri Sep 18, 2015 7:19 am
Hi acc24ex,
developers fixed turn on/off update issue with 3dsMax object modify and movable proxy;
it will be in next 4.39.
Let me know about your gamma issue.
Regards
Paride
developers fixed turn on/off update issue with 3dsMax object modify and movable proxy;
it will be in next 4.39.
Let me know about your gamma issue.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- paride4331
- Posts: 3819
- Joined: Fri Sep 18, 2015 7:19 am
Hi Paride
I will.
Why does octane have long loading render time each frame when a lot of movable proxies are used, Like itoo forest renders thousands of trees fast. But if we have 10 cars that are instance copied 30 times it slows down octane a lot loading each frame before rendering.
I will.
Why does octane have long loading render time each frame when a lot of movable proxies are used, Like itoo forest renders thousands of trees fast. But if we have 10 cars that are instance copied 30 times it slows down octane a lot loading each frame before rendering.
- paride4331
- Posts: 3819
- Joined: Fri Sep 18, 2015 7:19 am
Hi coilbook,
Each moveable proxy object is "sent" to GPU individually; non-movable proxy objects are "sent" to GPUs in a "single geometry block".
To "build" this "single geometry block" Octane takes longer time to send movable proxy objects, but when it is into GPU,
Octane will be fast rendering frames after frames without voxels geometry each time.
In a scene with movable proxy objects and non-movable proxies:
All moving or modified objects (movable proxy) will be send to GPU each new frame,
but not non-movable proxy objects, already stored in VRAM.
Example:
10 movable proxy objects + 100 non-movable proxy objects:
Frame 1> first voxelization = 10 single objects to GPU + 100 objects built in "single geometry block" + 1 "single geometry block" to GPU
Frame 2> second voxelization = 10 single objects to GPU
Frame 3> third voxelization = 10 single objects to GPU
Regards
Paride
Each moveable proxy object is "sent" to GPU individually; non-movable proxy objects are "sent" to GPUs in a "single geometry block".
To "build" this "single geometry block" Octane takes longer time to send movable proxy objects, but when it is into GPU,
Octane will be fast rendering frames after frames without voxels geometry each time.
In a scene with movable proxy objects and non-movable proxies:
All moving or modified objects (movable proxy) will be send to GPU each new frame,
but not non-movable proxy objects, already stored in VRAM.
Example:
10 movable proxy objects + 100 non-movable proxy objects:
Frame 1> first voxelization = 10 single objects to GPU + 100 objects built in "single geometry block" + 1 "single geometry block" to GPU
Frame 2> second voxelization = 10 single objects to GPU
Frame 3> third voxelization = 10 single objects to GPU
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid