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Re: OctaneRender® for 3ds max® v4.00-RC2 - 6.06 [TEST]
Posted: Wed Sep 05, 2018 11:19 pm
by neonZorglub
mbetke wrote:My issue got lost in the other thread but it is still important:
I still have the ovebright problem in some scenes. It is not related to gamma values as it seems before but to the "Texture Environment".
When I use the old "Texture Enviroment" from old versions like in the file I sent to Paride the scene is overbright. But not in every case which is strange.
But when I rebuild the material from scratch all is fine.
Can you investigate?
Hi mbetke,
I could see this issue on some of my old scenes too. As there are so many gamma settings, I didn't catch the source of the problem yet..
Investigating ..
Re: OctaneRender® for 3ds max® v4.00-RC2 - 6.06 [TEST]
Posted: Thu Sep 06, 2018 1:00 am
by coilbook
neonZorglub wrote:coilbook wrote:and this is still not working either "Fixed PhoenixFD volume not rendered when rendering starts before simulated frames." do you even test new plugins before the release?
Hi coilbook,
Sorry to hear that.. It worked on my tests, using the latest PhoenixFD 3.11.00.
The issue was that the geometry node was disconnected at the begining of rendering because it was empty, and later, when the geometry is created, it was processed, but kept disconnected.
So, the fix should be independent of phoenix or 3dsmax versions..
Some of the settings that might influence the rendering:
Kernel settings, Broadcast Render mode : Normal
Kernel settings, Broadcast Frame mode : Normal
User Global settings, PhoenixFD tab, Disable Phoenix simulator list : Off
User Global settings, TroubleShooting tab, Enable Broadcast PRE EVAL notifications : Always
User Global settings, TroubleShooting tab, Enable Broadcast notifications on frame change : Always
User Global settings, TroubleShooting tab, Ignore Base node changes : Off
User Global settings, TroubleShooting tab, Skip invalidating empty Octane Volume channel : Off
Could you check the attached scene ? (open , simulate, render [changing output path..])
-simulated smoke from frame 60 to 70
-rendering from frame 55 to 65
It was not rendering the smoke in previous versions, and works on this version ..
Let me know if this scene works for you.
Thanks.
smoke60_70.zip
Hi Could you save it as 2018 version? I am currently using nightly build 3.11.03 Nightly, Build ID: 2018082828466
By the way were you able to find out why volume denoise is not working ?
Re: OctaneRender® for 3ds max® v4.00-RC2 - 6.06 [TEST]
Posted: Thu Sep 06, 2018 2:34 am
by neonZorglub
coilbook wrote:
Hi Could you save it as 2018 version? I am currently using nightly build 3.11.03 Nightly, Build ID: 2018082828466
By the way were you able to find out why volume denoise is not working ?
-ooppss, here is a max2018 version:
-It seems the 'Denoise volume' check box doesn't work in the kernel's camera, ! sorry ! It works only in the Octane Camera properties.
You can temporarily enable it by hand, to have a look, from the viewport, open the Octane Node Viewer,
select the Render Target node, see under Tonemap settings / Spectral AI Denoiser..
I'll try to release a fixed version soon..
Thanks
Re: OctaneRender® for 3ds max® v4.00-RC2 - 6.06 [TEST]
Posted: Thu Sep 06, 2018 3:02 am
by coilbook
neonZorglub wrote:coilbook wrote:
Hi Could you save it as 2018 version? I am currently using nightly build 3.11.03 Nightly, Build ID: 2018082828466
By the way were you able to find out why volume denoise is not working ?
-ooppss, here is a max2018 version:
smoke60_70_mx18.zip
-It seems the 'Denoise volume' check box doesn't work in the kernel's camera, ! sorry ! It works only in the Octane Camera properties.
You can temporarily enable it by hand, to have a look, from the viewport, open the Octane Node Viewer,
select the Render Target node, see under Tonemap settings / Spectral AI Denoiser..
I'll try to release a fixed version soon..
Thanks
ok I did some tests.
Right after simulation I rendered and it worked.
Then I opened octane viewport. If I open octane viewport while sim is empty nothing works. I have to move time slider to where the sim is and then octane viewport will show smoke.
Rendering second time nothing works. It seems that once you move time slider that is it. Octane wont render phoenix if rendering started during empty frame. I can send you my nightly phoenix build as PM if you need it.
Thank you
Re: OctaneRender® for 3ds max® v4.00-RC2 - 6.06 [TEST]
Posted: Thu Sep 06, 2018 6:00 am
by mbetke
Hi mbetke,
I could see this issue on some of my old scenes too. As there are so many gamma settings, I didn't catch the source of the problem yet..
Investigating ..
It is directly related to the Texture Environment material. As soon as I do the same light setup from scratch again it worked.
Re: OctaneRender® for 3ds max® v4.00-RC2 - 6.06 [TEST]
Posted: Thu Sep 06, 2018 9:48 am
by paride4331
DartFrog wrote:mbetke wrote:Well the loss in quality should not be notable tells your boss in Octane facebook group a while ago. I think this texture compression feature is made for scenarios when the scene gets to big but needs to be rendered.
FStorm got this feature too and it works with a global switch as far as i can remember saving a huge amount of data.
I would agree. I understand having the ability to use compression very specifically in your scene, but often times it is unnecessary, complicated, and takes too much time. I simple check box in the kernel settings that will just automatically compress textures based on predetermined rules would be much more useful and more widely used. I don't want to have to hunt through every texture on every material in my scene for that one texture that's causing an issue/ needs compressing. Checking a box and hitting render simply makes more sense and is way more user friendly.
You could have both systems and just simply override all compression settings once the check box is checked. So go nuts with complex scenes or leave the hassle and press a button. Leave the choice to the users.
Hi guys,
having compression on texture option also allows saving settings together with material in localDB.
Said that it might be useful a general compression tool in kernel setting using 8bit files.
Regards
Paride
Re: OctaneRender® for 3ds max® v4.00-RC2 - 6.06 [TEST]
Posted: Thu Sep 06, 2018 4:25 pm
by coilbook
Hi Paride,
we have a VDB plane flying inside a VDB cloud. Plane's step length is lower to give it more details. But when a plane goes inside VDB cloud it changes step length from 0.05 to 2
Can otoy make it where different step length vdb can exist in one space? Thanks
If nothing can be done any way to create a texture like this for a mesh?
Here they talk about adding volume inside the mesh
viewtopic.php?f=9&t=26161&hilit=Volumet ... r&start=30
LIGHT PASS ID bug in 6.05 and 6.06.
Posted: Thu Sep 06, 2018 7:29 pm
by richardyarlett
I have found a bug in 6.05 and 6.06. If you set any of your lights to LIGHT PASS 7 or 8, the light does not actually work. It will show up as a "visible shape", but there is no light casting out. It took me a while to find out why my lights were not working but it confirmed in any scene, on multiple machines. If you set the light back to a LIGHT ID PASS lower than 7 (1-6) the light immediately works.
If someone can confirm this asap and let me know.
Re: OctaneRender® for 3ds max® v4.00-RC2 - 6.06 [TEST]
Posted: Thu Sep 06, 2018 8:32 pm
by haze
coilbook wrote:Hi Paride,
we have a VDB plane flying inside a VDB cloud. Plane's step length is lower to give it more details. But when a plane goes inside VDB cloud it changes step length from 0.05 to 2
Can otoy make it where different step length vdb can exist in one space? Thanks
If nothing can be done any way to create a texture like this for a mesh?
Here they talk about adding volume inside the mesh
viewtopic.php?f=9&t=26161&hilit=Volumet ... r&start=30
We will look into it.
Re: LIGHT PASS ID bug in 6.05 and 6.06.
Posted: Thu Sep 06, 2018 11:43 pm
by neonZorglub
richardyarlett wrote:I have found a bug in 6.05 and 6.06. If you set any of your lights to LIGHT PASS 7 or 8, the light does not actually work. It will show up as a "visible shape", but there is no light casting out. It took me a while to find out why my lights were not working but it confirmed in any scene, on multiple machines. If you set the light back to a LIGHT ID PASS lower than 7 (1-6) the light immediately works.
If someone can confirm this asap and let me know.
Hi Richard,
Yes, that's right, lights with Ids 7 or 8 do not work.. That's also the case in Stand Alone.
That should be fixed in next release.
Thanks