OctaneRender® for 3ds max® v3.06.4 - 4.39 [OBSOLETE]

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HHbomb
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As I don't use fumee fx, I'm stuck with 4.30.... most stable and speed. Hope there will be soon a great release. :-(
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
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Goldisart
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does not work correctly in free camera

you say that this render is made of cinema -- why doesn't the tracking camera - if I'm wrong show me how to do tracking with octane render
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Goldisart
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obviously none of 3dmax did not tracking camera in video production .... a year ago I raised this topic - nothing has changed or, again, a mistake that was a year ago .... Don'T TELL ME to use the Octane render camera - I'm still not going and not going to use your camera
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Goldisart
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answer me please as fast as possible which version of octane I can use for work because I to 26 you need to finish a project or animation I will initially begin to use vray for this project
neonZorglub
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coilbook wrote:UPDATE:

seems like bug is connected with amount of mesh in the scene and time it takes to evaluate. We deleted all objects in the scene except car wheels (instanced wheels total 15 mil polys) it takes 4.38 - 5 seconds to evaluate, it takes 4.39 version 2 min 40 seconds Times go down when more mesh/items is deleted. Looks like textures do not affect it.

Also for ver 4.39 isolating object does nothing. having one objects in viewport or the whole scene takes the same amount to open

hopefully it helps.
The issue comes from the new PFlow instance support
>> Please select 'Disable PFlow mesh Instances' in the Trouble shooting tab of Global Preferences <<
That should bring back the evaluation time to normal !
We currently need to parse the scene a first time (which is slow when you have many meshes..) for this PFlow instance system..
If you don't use PFlow, you should definitely disable this ..
If you use PFlow, it should still be highly beneficial to enable it, but might depend on number of particles vs non-pflow meshe count ..

Thanks
coilbook
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neonZorglub wrote:
coilbook wrote:UPDATE:

seems like bug is connected with amount of mesh in the scene and time it takes to evaluate. We deleted all objects in the scene except car wheels (instanced wheels total 15 mil polys) it takes 4.38 - 5 seconds to evaluate, it takes 4.39 version 2 min 40 seconds Times go down when more mesh/items is deleted. Looks like textures do not affect it.

Also for ver 4.39 isolating object does nothing. having one objects in viewport or the whole scene takes the same amount to open

hopefully it helps.
The issue comes from the new PFlow instance support
>> Please select 'Disable PFlow mesh Instances' in the Trouble shooting tab of Global Preferences <<
That should bring back the evaluation time to normal !
We currently need to parse the scene a first time (which is slow when you have many meshes..) for this PFlow instance system..
If you don't use PFlow, you should definitely disable this ..
If you use PFlow, it should still be highly beneficial to enable it, but might depend on number of particles vs non-pflow meshe count ..

Thanks
Thank you

I also send Paride a scene that crashes slaves and masters with cuda errors using pathracing and diffuse. AO works fine We also had large scenes before and never had any cuda issues. Happens a lot during camera fly through and itoo forest generating grass thanks.

viewtopic.php?f=81&t=62496&start=10
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mbetke
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Welcome to the club Goldisart. There are some semi bad or good solutions here. I had to get over this never solved bug many times and lost time with the work required camera matching. Officially it can't be fixed as I understood.

Here is a link with further links in the thread: viewtopic.php?f=27&t=54372&hilit=camera+match
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Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
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paride4331
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Hi Goldisart,
neonZorglub has definitely seen your post and will surely look for if there is a chance to fix this issue.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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Goldisart
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ate in the fact that this problem was solved in one version of the Jim star ..... look at the history you might find there the solution
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Goldisart
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view the forum thread where I was arguing with him about the camera he found a solution then it was 2.x version
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