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Re: OctaneRender® for 3ds max® v3.06.4 - 4.38

Posted: Mon Jul 17, 2017 10:08 am
by paride4331
Hi coilbook,
Do you use the point as decimal separator instead of the comma?
Regards
Paride

Re: OctaneRender® for 3ds max® v3.06.4 - 4.38

Posted: Mon Jul 17, 2017 11:02 am
by paride4331
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

Re: OctaneRender® for 3ds max® v3.06.4 - 4.38

Posted: Tue Jul 18, 2017 9:48 am
by acc24ex
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

Re: OctaneRender® for 3ds max® v3.06.4 - 4.38

Posted: Tue Jul 18, 2017 10:15 am
by paride4331
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

Re: OctaneRender® for 3ds max® v3.06.4 - 4.38

Posted: Mon Jul 24, 2017 2:04 am
by coilbook
paride4331 wrote:Hi coilbook,
Do you use the point as decimal separator instead of the comma?
Regards
Paride
hi i use point like 1.7

Re: OctaneRender® for 3ds max® v3.06.4 - 4.38

Posted: Mon Jul 24, 2017 2:16 am
by coilbook
octane viewport still freezes at 1 when foam and splash are used with mb thanks

Re: OctaneRender® for 3ds max® v3.06.4 - 4.38

Posted: Mon Jul 24, 2017 6:47 am
by paride4331
Hi coilbook,
No MB issues I found; Could you kindly share a test scene with your issue?
Perhaps it depends on how group indexes are configured; In my case, MB seems to work.
Regards
Paride

Re: OctaneRender® for 3ds max® v3.06.4 - 4.38

Posted: Mon Jul 24, 2017 2:23 pm
by coilbook
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.

Re: OctaneRender® for 3ds max® v3.06.4 - 4.38

Posted: Tue Jul 25, 2017 8:14 am
by paride4331
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

Re: OctaneRender® for 3ds max® v3.06.4 - 4.38

Posted: Tue Jul 25, 2017 7:25 pm
by coilbook
there is a problem with fog. It seems like it is too weak almost no fog or too strong and nothing in between. Volume radius is correct 10000 like the whole scene Any way to have more precise fog even changing by 0.0001 makes it from nothing to too much