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Re: OctaneRender® for 3ds max® v2023.1.3 - 14.13
Posted: Fri Jul 26, 2024 3:11 am
by coilbook
neonZorglub wrote:coilbook wrote:Please make noise and other procedural materials to have XYZ to UVW ON by default when mesh is set as a movable proxy. So many times we forget to do it; therefore, noise doesn't stick to the animated mesh.
Or a check box: LOCK procedural textures to animated movable proxy meshes
Thanks
Hi coilbook,
Ho, right, I noticed that too; I guess the default behavior in Octane engine changed recently. I'll check how to fix this.
Thanks for reporting this issue.
I'll also have a look at the 2 other issues you reported.
Thanks!
Hello,
Even a checkbox in the render settings to lock texture to movable proxies would work great. Thank you.
Re: OctaneRender® for 3ds max® v2023.1.3 - 14.13
Posted: Sat Jul 27, 2024 6:24 pm
by coilbook
Can't connect node 'tx-Map #1861902109' (NT_PROJ_LINEAR, 000001DD6A07EB70) to static pin 'projection' (P_PROJECTION, type PT_PROJECTION) of node 'Ridged fractal texture' (NT_TEX_RGFRACTAL, 000001DD6A079B90)
Can't connect node 'tx-Map #1861902109' (NT_PROJ_LINEAR, 000001DD54A7D8A0) to static pin 'projection' (P_PROJECTION, type PT_PROJECTION) of node 'Ridged fractal texture' (NT_TEX_RGFRACTAL, 000001DD54A81B00)
Can't connect node 'tx-Map #1861902109' (NT_PROJ_LINEAR, 000001DD54A72EC0) to static pin 'projection' (P_PROJECTION, type PT_PROJECTION) of node 'Ridged fractal texture' (NT_TEX_RGFRACTAL, 000001DD6B323CB0)
Can't connect node 'tx-Map #1861901931' (NT_PROJ_LINEAR, 000001DD6B336370) to static pin 'projection' (P_PROJECTION, type PT_PROJECTION) of node 'Ridged fractal texture' (NT_TEX_RGFRACTAL, 000001DD6B33EA70)
Can't connect node 'tx-Map #1861902109' (NT_PROJ_LINEAR, 000001DD6B33E3B0) to static pin 'projection' (P_PROJECTION, type PT_PROJECTION) of node 'Ridged fractal texture' (NT_TEX_RGFRACTAL, 000001DD6B340B10)
device 3: disabling RTX acceleration as mesh data cannot be placed into VRAM
device 2: disabling RTX acceleration as mesh data cannot be placed into VRAM
device 1: disabling RTX acceleration as mesh data cannot be placed into VRAM
device 2: disabling RTX acceleration as mesh data cannot be placed into VRAM
device 3: disabling RTX acceleration as mesh data cannot be placed into VRAM
device 1: disabling RTX acceleration as mesh data cannot be placed into VRAM
device 1: disabling RTX acceleration as mesh data cannot be placed into VRAM
device 2: disabling RTX acceleration as mesh data cannot be placed into VRAM
device 3: disabling RTX acceleration as mesh data cannot be placed into VRAM
device 1: disabling RTX acceleration as mesh data cannot be placed into VRAM
device 2: disabling RTX acceleration as mesh data cannot be placed into VRAM
device 3: disabling RTX acceleration as mesh data cannot be placed into VRAM
device 1: failed to bind device to thread, since it's already bound
device 1: failed to initialize context
device 1: failed to initialize render thread 000001DD21F0EFD0
Re: OctaneRender® for 3ds max® v2023.1.3 - 14.13
Posted: Sat Jul 27, 2024 10:08 pm
by coilbook
I noticed slaves hate when vram is full and CPU ram must be used. They crash a lot
Re: OctaneRender® for 3ds max® v2023.1.3 - 14.13
Posted: Thu Aug 01, 2024 5:16 am
by neonZorglub
coilbook wrote:neonZorglub wrote:coilbook wrote:Texture animation doesn't work with itoo when support type set to Direct. Legacy mode works
Hi coilbook,
Could you send me some sample scenes ?
(also for the itoo scattered grass )
I think those issues were fixed or had work arounds, but as Itoo and Octane versions changed, I'd like to have a fresh look..
Thanks
Hi. I will.
meanwhile can you look at 3ds max native Damper? I attached the scene. If you open octane viewport and pull the right dummy up and down you will see brown noise is not sticking to 3ds damper even though texture projection is set xyz to uvw
Hi coilbook,
The Damper object is a bit special, as it's mesh is re-created based on the dummies position, and it is not using any transformation.
The cylinders vertices are changing, so using XYZ to UVW for the projection will result in moving effects..
At least the UVs are constant, so you should use Mesh UV transform (for the Ridged fractal textures) instead.
See your updated sample there:
On the middle of the main cylinder, there are still some movements, probably from the Dirt texture, that might be using the vertices without a UV transform..
The best way to have a clear damper would be to re-create a similar geometry group (cylinders), and attach some dummies manually that would set the orientation of the cylinders.
(I forgot how to do that in max..). This way, the vertices would not change, and any texture would work fine, using any projection (xyz to uv, Mesh UV, ..)