OctaneRender® for 3ds max® v2022.1 - 13.15

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paride4331
Octane Guru
Posts: 3813
Joined: Fri Sep 18, 2015 7:19 am

coilbook wrote:Hi,
I am trying to create displaced plowed paths using marble and vertex displacement but nothing works. What am I doing wrong? OCtane creates a large scale noise displacement and not where marble texture is. Thanks
Hi Coilbook,
You should use a baking texture node.
Regards
Paride
Attachments
02.jpg
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

paride4331 wrote:
coilbook wrote:Hi,
I am trying to create displaced plowed paths using marble and vertex displacement but nothing works. What am I doing wrong? OCtane creates a large scale noise displacement and not where marble texture is. Thanks
Hi Coilbook,
You should use a baking texture node.
Regards
Paride
Thank you. Could you upload the scene? On large sales like miles it doesnt work Not sure if subdiv must be high but everything then slows down

Will baking create tiling effect over large distances? I thought that was the whole point of procedural displacement where you don't have to map it and it is not tillable.
Attachments
ssssssssssssssssss.jpg
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

There is a clear bug with phoenix fd liquid motion blur direction. Water is falling down at high speed but motion blur is diagonal? Thanks

And look at splash motion blur. It is like it is going up. It starts out ok but then it looks strange.

Also when using PHX PArticle Text for wet maps rendering is super slow and unusable.

The video is attached. You can see water mb is diagonal instead of down. Splash mb goes away


UPDATE:
Strange mb for splash might be caused by using the reference splash particle as 3ds max sphere instead of sphere as mesh and leaving movable proxy on
Still no idea why liquid mb is diagonal
Attachments
FullSizeRender.MOV
(1.18 MiB) Downloaded 1615 times
wetmaps.jpg
direction.jpg
mb bug.jpg
User avatar
paride4331
Octane Guru
Posts: 3813
Joined: Fri Sep 18, 2015 7:19 am

coilbook wrote:
paride4331 wrote:
coilbook wrote:Hi,
I am trying to create displaced plowed paths using marble and vertex displacement but nothing works. What am I doing wrong? OCtane creates a large scale noise displacement and not where marble texture is. Thanks
Hi Coilbook,
You should use a baking texture node.
Regards
Paride
Thank you. Could you upload the scene? On large sales like miles it doesnt work Not sure if subdiv must be high but everything then slows down

Will baking create tiling effect over large distances? I thought that was the whole point of procedural displacement where you don't have to map it and it is not tillable.
Hi coilbook,
here for you.
Regard
Paride
Attachments
test3.zip
(729.33 KiB) Downloaded 98 times
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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mbetke
Licensed Customer
Posts: 1294
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
Contact:

There is bug in color management. Let me explain:
First, I've set in Octane Preferences -> Material -> "Textures: Default Color Space = sRGB".
Some of my custom materials use Color Space: Linear sRGB + legacy Gamma = 2.2.
Newer materials use Color Space: Linear sRGB = 1.0
Both settings look good when working with the materials in my scenes.

But I've experienced a strange and random experience with some materials. When I drag and drop them (using the compact material editor) the color space changes from sRGB to Linear sRGB, resulting in a bright material because the Legacy gamma stays 1.0.
This happened also to bought models like trees from Maxtree. I contacted them, and they created the materials in proper color space. So Octane seems to "convert" something internally.

I wasn't able to track the problem down, but it slows down my work when I have to change the Legacy Gamma or Color space manually. Especially with vegetation.
Any ideas where I can start to solve the issues?
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Sometimes octane viewport looks like this, POV is messed up but 3ds max viewport is fine
Attachments
pov.jpg
User avatar
paride4331
Octane Guru
Posts: 3813
Joined: Fri Sep 18, 2015 7:19 am

mbetke wrote:There is bug in color management. Let me explain:
First, I've set in Octane Preferences -> Material -> "Textures: Default Color Space = sRGB".
Some of my custom materials use Color Space: Linear sRGB + legacy Gamma = 2.2.
Newer materials use Color Space: Linear sRGB = 1.0
Both settings look good when working with the materials in my scenes.

But I've experienced a strange and random experience with some materials. When I drag and drop them (using the compact material editor) the color space changes from sRGB to Linear sRGB, resulting in a bright material because the Legacy gamma stays 1.0.
This happened also to bought models like trees from Maxtree. I contacted them, and they created the materials in proper color space. So Octane seems to "convert" something internally.

I wasn't able to track the problem down, but it slows down my work when I have to change the Legacy Gamma or Color space manually. Especially with vegetation.
Any ideas where I can start to solve the issues?
Hi mbetke,
Did you try setting the texture defaul color space in Octane preference?
Regards
Paride
Attachments
05.jpg
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
User avatar
mbetke
Licensed Customer
Posts: 1294
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
Contact:

Yes, like I wrote in my post: "First, I've set in Octane Preferences -> Material -> "Textures: Default Color Space = sRGB"." ;)
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
User avatar
paride4331
Octane Guru
Posts: 3813
Joined: Fri Sep 18, 2015 7:19 am

coilbook wrote:There is a clear bug with phoenix fd liquid motion blur direction. Water is falling down at high speed but motion blur is diagonal? Thanks

And look at splash motion blur. It is like it is going up. It starts out ok but then it looks strange.

Also when using PHX PArticle Text for wet maps rendering is super slow and unusable.

The video is attached. You can see water mb is diagonal instead of down. Splash mb goes away


UPDATE:
Strange mb for splash might be caused by using the reference splash particle as 3ds max sphere instead of sphere as mesh and leaving movable proxy on
Still no idea why liquid mb is diagonal

Hi coilbook,
could you share your scene in pm?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
User avatar
paride4331
Octane Guru
Posts: 3813
Joined: Fri Sep 18, 2015 7:19 am

mbetke wrote:Yes, like I wrote in my post: "First, I've set in Octane Preferences -> Material -> "Textures: Default Color Space = sRGB"." ;)
Hi mbetke,
What do you mean? Drag and drop from?.. "When I drag and drop them (using the compact material editor) the color space changes from sRGB to Linear sRGB..."
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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