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Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Sat Nov 24, 2018 8:14 am
by HHbomb
Now, v4 is out, can we see some hard work on loading scene optimisation ?
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Sat Nov 24, 2018 9:41 am
by SergKlyosov
HHbomb wrote:Now, v4 is out, can we see some hard work on loading scene optimisation ?
It seems that Otoy ignores this kind of messages related to 3dsMax plugin
Standalone does everything way faster than 3dsmax integration
Also with new introduced multipass selection in OctaneViewport how I can save all passes from it? It saves only beauty
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Sat Nov 24, 2018 11:55 am
by HHbomb
"It seems that Otoy ignores this kind of messages related to 3dsMax plugin
Standalone does everything way faster than 3dsmax integration"
yes I ask for a long time now…. I'll go on
To save your passes copy your pass list to renderpass with the button at the right on the list.
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Sat Nov 24, 2018 12:26 pm
by muski
is it just with me or this version simply does not save the elements with the render? Tried in both max 2014/2017. Quick fix for this please.
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Sat Nov 24, 2018 2:07 pm
by SergKlyosov
HHbomb wrote:"It seems that Otoy ignores this kind of messages related to 3dsMax plugin
Standalone does everything way faster than 3dsmax integration"
yes I ask for a long time now…. I'll go on
To save your passes copy your pass list to renderpass with the button at the right on the list.
Yeah, plus to long evaluation speed - compression of textures is also way way longer than in standalone
Material editor is just a mess. For example I need to change HDRI rotation, in SA you just select node and adjust it, but in max when I'm selecting same HDRI - I need to wait 10 sec to have access to this node properties and change them
It is so slow and lagging
Regarding render passes, I've tried all options, copy from render elements, don't copy from render elements, copy to clipboard. It is saving and copying only Beauty, non of extra render passes is saved
As I can see muski has the same issue
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Sat Nov 24, 2018 3:01 pm
by ramone163
Let's talk about performance 3dsMAX VS Standalone.
3ds Max:
scene 8 mil polys.
Evaluation:20 sec.
I can't normally move, rotate, scale objects.
Standalone:
Evalution: 10 sec
move, rotate, scale - works perfect
Second evalution time: 1-2 sec.
3ds max performance is still far far away from Standalone. I already wrote about this problem, but still not fixed.
Please check my videos.
Scene file:
https://www.dropbox.com/s/sybgrs27bqz6b ... 7.zip?dl=0
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Sun Nov 25, 2018 11:14 pm
by neonZorglub
ramone163 wrote:Let's talk about performance 3dsMAX VS Standalone.
3ds Max:
scene 8 mil polys.
Evaluation:20 sec.
I can't normally move, rotate, scale objects.
Standalone:
Evalution: 10 sec
move, rotate, scale - works perfect
Second evalution time: 1-2 sec.
3ds max performance is still far far away from Standalone. I already wrote about this problem, but still not fixed.
Please check my videos.
Scene file:
https://www.dropbox.com/s/sybgrs27bqz6b ... 7.zip?dl=0
Hi ramone163,
The slow reaction you are experiencing for moving objects seems to come from '
Enable Repeated Viewport Updates' in Global preference / Trouble Shooting.
You should keep it
disabled, as it is by default.
I get similar 'evaluation' time for Standalone (~10 sec), and about 15 sec for 3dsmax.
Note that it's not exactly a fair comparison, because some of the processes done in 3dsmax during the first evaluation are already pre-calculated and embedded in the orbx files.
One of the heavy part (~ 7 seconds of those 15 sec) comes from the vertex normal calculation done by 3dsmax.
I'm looking into improving this.
Also note that with the Persistency mode enabled, the second evaluation is also 1~2 seconds.
The Quick mode in Viewport is a big performance improvement for scenes with many objects (but not much for your test scene, with 3 objects with many polygons..)
Other settings to check for optimal performance are:
-Global preference / Trouble Shooting/ Force rebuild Meshes : OFF
-Global preference / Trouble Shooting/ Force re-init materials : OFF
-Global preference / Trouble Shooting/ Pre-load textures on evaluation : OFF
I'm aware that those multiple settings can be confusing and reduce performance when used in inappropriate cases.. I hope to remove those in the future, but currently they still can be a useful work around for some scenes..
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Mon Nov 26, 2018 2:26 am
by coilbook
Hi I attached the video file. It takes 1 min and 3 sec to open a scene with 15 mil polys with 34 itoo forest packs (itoo is only for scattering there are still 15 mil polys.) The scene uses 5.6 GB of vram. is it a normal eval speed for octane 4 ? During an actual rendering I wait about 30 sec to process the geometry every frame.
I think this is still too slow compared to what you promised and standalone can do. Thanks
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Mon Nov 26, 2018 3:19 am
by neonZorglub
WhaleHunter wrote:Hi neonZorglub,
Seems it behaves differently between v3 and v4. We have investigated further and identified that the ”missing” displacement material geometry had displacement values of zero. works in v3 with value zero, but disappears in v4.
Thanks.
Hi WhaleHunter,
That's right, the value 0 for displacement's height makes the geometry disappear in V4. This happen also in Stand alone.
it should be fixed in next release.
(as a work around for now, you could set those values to 0.001)
Thanks for the detailed report !
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Mon Nov 26, 2018 7:00 am
by mbetke
Material editor is just a mess. For example I need to change HDRI rotation, in SA you just select node and adjust it, but in max when I'm selecting same HDRI - I need to wait 10 sec to have access to this node properties and change them
It is so slow and lagging
Yes it was fine in version 3.07 and now all is messed up. I put a lot of my paid (!) working time in testing and submitting bugs/scenes and communication but nothing seemed to be fixed and got ignored.
I saw a lot of good artists and people moving to FStorm. It is just embarrasing for Otoy that the plugin gets slower, more crashes and checkboxes introduced for fixing errors and FStorm just got more optimizations, features and runs like a sports car. With only one Developer listening to the people and fixing things. No idea if the coders here get hold back or overloaded with work and "visions" from their great boss or just bad organised.
At the end of the day it's just frustrating for me as a customer to have my small company and workflow bound around Octane and seeing loose of time catering my clients.