Hi Paride,
This version doesn't update animated Amount value during rendering in mix material
I attached the scene, If you render from frame 11 to 12 lights should change but they don't during rendering. If you open octane viewport and slide the slide it will update
OctaneRender® for 3ds max® v2019.1.5 - 8.17
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Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
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- neonZorglub
- Posts: 1005
- Joined: Sun Jul 31, 2016 10:08 pm
Hi coilbook,coilbook wrote:Hi Paride,
This version doesn't update animated Amount value during rendering in mix material
I attached the scene, If you render from frame 11 to 12 lights should change but they don't during rendering. If you open octane viewport and slide the slide it will update
Sorry about that; this will be fixed in the next release
Thanks for your scene, and the work-around to use 'Force Update Time on Prerender' in the global preferences !
Thank you!neonZorglub wrote:Hi coilbook,coilbook wrote:Hi Paride,
This version doesn't update animated Amount value during rendering in mix material
I attached the scene, If you render from frame 11 to 12 lights should change but they don't during rendering. If you open octane viewport and slide the slide it will update
Sorry about that; this will be fixed in the next release
Thanks for your scene, and the work-around to use 'Force Update Time on Prerender' in the global preferences !
Hello paride4331,
I didn't touch the parallel value, when I decrease it it works but if I modify any value (texture gamma, power of a light etc...), I can't render my scene anymore and I have to relaunch 3ds Max (or windows sometimes !)
Do you think I should get 64Gb of ram instead of just 32gb ?
I didn't touch the parallel value, when I decrease it it works but if I modify any value (texture gamma, power of a light etc...), I can't render my scene anymore and I have to relaunch 3ds Max (or windows sometimes !)
Do you think I should get 64Gb of ram instead of just 32gb ?
AMD 9950x3D / RTX 4090 / RTX 3090 / 192 Go DDR5 / Win 11
http://www.remy-kerbiquet.com
http://www.remy-kerbiquet.com
neonZorglub wrote:Hi coilbook,coilbook wrote:Hi Paride,
This version doesn't update animated Amount value during rendering in mix material
I attached the scene, If you render from frame 11 to 12 lights should change but they don't during rendering. If you open octane viewport and slide the slide it will update
Sorry about that; this will be fixed in the next release
Thanks for your scene, and the work-around to use 'Force Update Time on Prerender' in the global preferences !
Hi neonZorglub,
Can you please look into mesh emitters and phoenix fire emitters and AI light. It seems that AI light works well only with native octane lights but not with mesh or phoenix fire light emitters, Thank you
Hi Paride,
HEre is the scene with improper phoenix motion blur. At least if they can fix camera motion blur (reverse it)
Please try attached camera to the box and stationary camera. Phoenix mb does opposite effect unlike the box.
scene link https://wetransfer.com/downloads/921c5b ... 543/23b532
I hope this can be fixed soon. Same happens with liquids
HEre is the scene with improper phoenix motion blur. At least if they can fix camera motion blur (reverse it)
Please try attached camera to the box and stationary camera. Phoenix mb does opposite effect unlike the box.
scene link https://wetransfer.com/downloads/921c5b ... 543/23b532
I hope this can be fixed soon. Same happens with liquids
Last edited by coilbook on Sat Feb 01, 2020 2:38 pm, edited 1 time in total.
Ok I got it :
when I open my scene on 3dsmax, I got 5gb of RAM being used.
Then, I open octane viewport and the RAM goes up to 24 gb, it renders fine.
But most of the time after this first render, when I close the viewport, the RAM usage is stucked to 14/16 GB and never goes down,
no matter if I wait several minutes without doing anything. And there is where the crash happens.
EDIT : adding 32Gb of ram solved everything, sorry for bothering you
when I open my scene on 3dsmax, I got 5gb of RAM being used.
Then, I open octane viewport and the RAM goes up to 24 gb, it renders fine.
But most of the time after this first render, when I close the viewport, the RAM usage is stucked to 14/16 GB and never goes down,
no matter if I wait several minutes without doing anything. And there is where the crash happens.
EDIT : adding 32Gb of ram solved everything, sorry for bothering you

AMD 9950x3D / RTX 4090 / RTX 3090 / 192 Go DDR5 / Win 11
http://www.remy-kerbiquet.com
http://www.remy-kerbiquet.com
@Coilbook: Just out of interest. What field of profession are you doing 3d for? You keep posting stuff with water and fire for years now.
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Hi,mbetke wrote:@Coilbook: Just out of interest. What field of profession are you doing 3d for? You keep posting stuff with water and fire for years now.
They do educational animation on various subjects and I help them with tech issues they have with octane. It's just every time we render with phoenix we get tons of bugs and problems
Hi Paride,
1. Could you send me a sample scene where you have no difference between old and new volumes? I just want to try on my PC.
In my scene we can clearly see the difference. New volume doesn't scatter well and it is darker. Please try with AO kernel
2. Do you know if phoenix motion blur bug will be fixed soon or it is a long process to fix it?
Thank you
1. Could you send me a sample scene where you have no difference between old and new volumes? I just want to try on my PC.
In my scene we can clearly see the difference. New volume doesn't scatter well and it is darker. Please try with AO kernel
2. Do you know if phoenix motion blur bug will be fixed soon or it is a long process to fix it?
Thank you