Hi Paride, Here is a video showing the issue I am having with this build. This only happens when the scene has an animated object. Static objects are rendering just fine.paride4331 wrote:Hi solomon,solomon wrote:hi Guys, anybody else experiencing this issue?solomon wrote:there is something odd going on with this build... when I import static characters, the OctaneRender viewport renders fine, with no flickering, but when I import the same character with animation, the renderer constantly flickers, and looks like its jumping between one graphics card to the next... this does not happen with static geometry... is there a way to fix this or its just a bug?
I had to fall back to a previous build OctaneRender_for_3ds_Max_3.07_-_4.44, where it works fine.
I'm not sure I understand your issue. Are you referring to motion blur steps?
https://docs.otoy.com/3DSMaxH/3DSMaxPlu ... lur%20step
Regards
Paride
OctaneRender® for 3ds max® v3.08 - 5.08 [OBSOLETE]
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Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
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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.
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
thank you! that would be great if you could optimize that. I guess vray does it fast because phoenix fd is a native plugin for vrayneonZorglub wrote:Hicoilbook wrote:Hi What about slow geometry processing of phoenix ocean mesh ? Was this fixed? Vray renders ocean quick without 2 min processing each frame.
Also will we see wetmaps rendered as texture any time soon?
Thank you
I did some performance tests with Phoenix Ocean.
The 'Ocean Subdivs' settings directly influence the polygon count and the total time, and is the main cause of performance drop.
Changing from Subdiv 0 to 5, I got 20 times more polygons, so processing is also many times slower..
I'm checking the possibility to use Octane polygon subdivision system in a next release, to keep phoenix mesh subdivision to 0.
That should improve the performance.
coilbook thanks for the pflow thing, seems to work fine, much appreciatado
.. BTW I would really like to have like another gpu say the one I don't use to render out the material previews in slate editor - it's slowing the pipeline by a lot.. I have a feeling this can be dedicated to another process (not the main card you are on)..
..I'm working now on two new projects on this kernel, pruduct renders and I'm using all the options, workable so far, and I'm gonna do animations in a while, anyone got them tested? (yeah I did get some crazy twitching and restarting renders on a viewport, but wih a lock viewport it comes down, but if anyone got that, maybe it's a bug - it was on only one project so far)
.. BTW I would really like to have like another gpu say the one I don't use to render out the material previews in slate editor - it's slowing the pipeline by a lot.. I have a feeling this can be dedicated to another process (not the main card you are on)..
..I'm working now on two new projects on this kernel, pruduct renders and I'm using all the options, workable so far, and I'm gonna do animations in a while, anyone got them tested? (yeah I did get some crazy twitching and restarting renders on a viewport, but wih a lock viewport it comes down, but if anyone got that, maybe it's a bug - it was on only one project so far)
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
hi Guys, anybody else experiencing this issue?[/quote]
Hi solomon,
I'm not sure I understand your issue. Are you referring to motion blur steps?
https://docs.otoy.com/3DSMaxH/3DSMaxPlu ... lur%20step
Regards
Paride[/quote]
Hi Paride, Here is a video showing the issue I am having with this build. This only happens when the scene has an animated object. Static objects are rendering just fine.
[/quote]
Hi Paride, any thoughts?
Hi solomon,
I'm not sure I understand your issue. Are you referring to motion blur steps?
https://docs.otoy.com/3DSMaxH/3DSMaxPlu ... lur%20step
Regards
Paride[/quote]
Hi Paride, Here is a video showing the issue I am having with this build. This only happens when the scene has an animated object. Static objects are rendering just fine.
[/quote]
Hi Paride, any thoughts?
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
Hi Paridie
I am getting this and rendering stops What is this? Thanks
Can't connect node 'tx-Map #1861901944' (NT_TEX_FLOATIMAGE, 0000023137BB5490) to static pin 'displacement' (P_DISPLACEMENT, type PT_DISPLACEMENT) of node 'mtl-Material #2097646114' (NT_MAT_SPECULAR, 000002316D6E3C50)
Can't connect node 'tx-Map #1861901944' (NT_TEX_FLOATIMAGE, 0000023137BB5490) to static pin 'displacement' (P_DISPLACEMENT, type PT_DISPLACEMENT) of node 'mtl-Material #2097646114' (NT_MAT_SPECULAR, 000002316D6E3C50)
Can't connect node 'tx-Map #1861901944' (NT_TEX_FLOATIMAGE, 0000023137BB5490) to static pin 'displacement' (P_DISPLACEMENT, type PT_DISPLACEMENT) of node 'mtl-Material #2097646114' (NT_MAT_SPECULAR, 000002316D6E3C50)
Can't connect node 'tx-Map #1861901944' (NT_TEX_FLOATIMAGE, 0000023137BB5490) to static pin 'displacement' (P_DISPLACEMENT, type PT_DISPLACEMENT) of node 'mtl-Material #2097646114' (NT_MAT_SPECULAR, 000002316D6E3C50)
Can't connect node 'tx-Map #1861901944' (NT_TEX_FLOATIMAGE, 0000023137BB5490) to static pin 'displacement' (P_DISPLACEMENT, type PT_DISPLACEMENT) of node 'mtl-Material #2097646114' (NT_MAT_SPECULAR, 000002316D6E3C50)
Can't connect node 'tx-Map #1861901944' (NT_TEX_FLOATIMAGE, 0000023137BB5490) to static pin 'displacement' (P_DISPLACEMENT, type PT_DISPLACEMENT) of node 'mtl-Material #2097646114' (NT_MAT_SPECULAR, 000002316D6E3C50)
Can't connect node 'tx-Map #1861901944' (NT_TEX_FLOATIMAGE, 0000023137BB5490) to static pin 'displacement' (P_DISPLACEMENT, type PT_DISPLACEMENT) of node 'mtl-Material #2097646114' (NT_MAT_SPECULAR, 000002316D6E3C50)
I am getting this and rendering stops What is this? Thanks
Can't connect node 'tx-Map #1861901944' (NT_TEX_FLOATIMAGE, 0000023137BB5490) to static pin 'displacement' (P_DISPLACEMENT, type PT_DISPLACEMENT) of node 'mtl-Material #2097646114' (NT_MAT_SPECULAR, 000002316D6E3C50)
Can't connect node 'tx-Map #1861901944' (NT_TEX_FLOATIMAGE, 0000023137BB5490) to static pin 'displacement' (P_DISPLACEMENT, type PT_DISPLACEMENT) of node 'mtl-Material #2097646114' (NT_MAT_SPECULAR, 000002316D6E3C50)
Can't connect node 'tx-Map #1861901944' (NT_TEX_FLOATIMAGE, 0000023137BB5490) to static pin 'displacement' (P_DISPLACEMENT, type PT_DISPLACEMENT) of node 'mtl-Material #2097646114' (NT_MAT_SPECULAR, 000002316D6E3C50)
Can't connect node 'tx-Map #1861901944' (NT_TEX_FLOATIMAGE, 0000023137BB5490) to static pin 'displacement' (P_DISPLACEMENT, type PT_DISPLACEMENT) of node 'mtl-Material #2097646114' (NT_MAT_SPECULAR, 000002316D6E3C50)
Can't connect node 'tx-Map #1861901944' (NT_TEX_FLOATIMAGE, 0000023137BB5490) to static pin 'displacement' (P_DISPLACEMENT, type PT_DISPLACEMENT) of node 'mtl-Material #2097646114' (NT_MAT_SPECULAR, 000002316D6E3C50)
Can't connect node 'tx-Map #1861901944' (NT_TEX_FLOATIMAGE, 0000023137BB5490) to static pin 'displacement' (P_DISPLACEMENT, type PT_DISPLACEMENT) of node 'mtl-Material #2097646114' (NT_MAT_SPECULAR, 000002316D6E3C50)
Can't connect node 'tx-Map #1861901944' (NT_TEX_FLOATIMAGE, 0000023137BB5490) to static pin 'displacement' (P_DISPLACEMENT, type PT_DISPLACEMENT) of node 'mtl-Material #2097646114' (NT_MAT_SPECULAR, 000002316D6E3C50)
- paride4331
- Posts: 3819
- Joined: Fri Sep 18, 2015 7:19 am
Hi solomon,solomon wrote:hi Guys, anybody else experiencing this issue?
I'm not sure I understand your issue. Are you referring to motion blur steps?
https://docs.otoy.com/3DSMaxH/3DSMaxPlu ... lur%20step
Regards
Paride[/quote]
Hi Paride, Here is a video showing the issue I am having with this build. This only happens when the scene has an animated object. Static objects are rendering just fine.
[/quote]
Hi Paride, any thoughts?[/quote]
Hi Solomon,
as coilbook said, it seems to be about an expected exposure issue; he said still haven't fixed it but I no longer had that.
Could you share (in pm if you want) a sample with that issue and screenshots about your Main setting and Trouble Shooting pannel in Octane Global Preference?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
PLZ
Solve the renderable bug, it never refreshes until you reload the viewport.. it's an essential part of my workflow, I'm surprised no one reported it yet..
Solve the renderable bug, it never refreshes until you reload the viewport.. it's an essential part of my workflow, I'm surprised no one reported it yet..
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
[quote="acc24ex"]Some WIP..
I like the solo render, but I'm having trouble with the glass, need more reflection on the edges, the very thin outer edge is difficult to control - any advice on those
try making mix material > 2 glass > falloff in amount
Regards
Paride
I like the solo render, but I'm having trouble with the glass, need more reflection on the edges, the very thin outer edge is difficult to control - any advice on those
try making mix material > 2 glass > falloff in amount
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 acc24ex,acc24ex wrote:PLZ
Solve the renderable bug, it never refreshes until you reload the viewport.. it's an essential part of my workflow, I'm surprised no one reported it yet..
I do not know what to say, everything seems to work.
Regards
Paride
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2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid