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Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Fri Jul 20, 2012 8:57 pm
by Karba
gabrielefx wrote:issue#1 (during a realtime render) when adding movable proxy variable to the object it is cloned, we get two copies of the same object.

issue#2 with rectangular light: emits light from the back, sphere light project its geometry shadows.

issue#3 invisible lights are visible in reflections

1) Octane just repeat 3dsmax structure. If you want to get instance, use instance option during coping.
2) That is octane core issue as I told
3) Otherwise you will not have hilight at all.

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Fri Jul 20, 2012 10:45 pm
by gbambo
Reading between the lines it sounds like this is Kepler compatible. Please confirm.

Great work! Excited to have instancing. If I understand instancing correctly, we will save memory, but it will cost us extra render time?

Instancing decreases render speed of whole scene by 50% or just render time of instanced objects?

Why is rendering slow in Max 2013?

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Fri Jul 20, 2012 11:04 pm
by Karba
gbambo wrote:Reading between the lines it sounds like this is Kepler compatible. Please confirm.

Great work! Excited to have instancing. If I understand instancing correctly, we will save memory, but it will cost us extra render time?

Instancing decreases render speed of whole scene by 50% or just render time of instanced objects?

Why is rendering slow in Max 2013?
Kepler is not supported at this build. We still have a lot of problem with this gpu model.
You can select which objects should be as proxy. As many proxy you have as slow render you will get.
It is a plugin bug with 3dsmax 2013. I will try to fix it as soon as possible.

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Fri Jul 20, 2012 11:45 pm
by gbambo
If possible, I would appreciate a Kepler build. The 2.58e Kepler build you made was fantastic despite the lack of speed optimization. Instancing will solve the last of my critical problems on my current project.

Meanwhile, do you have a target date for final Kepler optimization? I sympathize that it is quite complex.

Thanks for the constant stream of improvements. It is very exciting to see accessible progress so often.

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Sat Jul 21, 2012 3:11 am
by acc24ex
falloff looks really nice

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Sat Jul 21, 2012 5:28 am
by petermax
great to see the max plugin versing coming out so fast :D

real-time moving of objects... awesome, will try this out asap!

but you can only move proxy objects or any object in real-time?

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Sat Jul 21, 2012 7:42 am
by Elvissuperstar007
Карба если не трудно уточни настроки стекла с фалофом!

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Sat Jul 21, 2012 9:12 am
by nildoe
VERY EXCITING!!!! :) it works very well...but..

On files where we have character animation for example (skinned meshes), the characters are NOT getting deformed anymore (NOT USING Movable proxy on them)...even if i press reload geometry button as we used to do on 2.58f.

But man! its a joy to see object moving in realtime in render! I also tried a noise modifier on some leaves of a tree to simulate wind! IT WORKS VERY VERY WELL! Octane doesn't have to reload geometry for this case! :) just finishes rendering one frm and immediately starts the next one!

I remember Karba saying that Skin is not supported and indeed its NOT, but PARTIALLY, according to my tests! i tried setting my Animated character as movable object! and all animation i could see it in REALTIME :):), but for some reason Octane kept resetting the max samples after a few samples (around 4 and 6 or so). However if i dont move timeslider from 0, on frm 0 renders all the way thru 256 or whatever we set maxsamples to, this only happens if i try to render a frame other than 0.

But its good to know that at least some modifiers are supported (tried bend and noise).

So in general for animated characters beta 3.00 is not working (even when pressing reload geometry), 2.58f is, but of course u have to reload geometry. Sorry if I'm being redundant in my explanation :).

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Sat Jul 21, 2012 10:38 am
by Karba
Elvissuperstar007 wrote:Карба если не трудно уточни настроки стекла с фалофом!
Please speak english ;)

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Sat Jul 21, 2012 10:39 am
by Karba
nildoe wrote:VERY EXCITING!!!! :) it works very well...but..

On files where we have character animation for example (skinned meshes), the characters are NOT getting deformed anymore (NOT USING Movable proxy on them)...even if i press reload geometry button as we used to do on 2.58f.
I will fix that.