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Re: OctaneRender® for 3ds max® v1.03[Test]

Posted: Sat Feb 02, 2013 9:38 am
by bicket
Karba wrote:
bicket wrote:Hi karba

i have an issue with this version: when i render an image sequence (animation) the first image is lighter than the others.
Could you have a look ?
I will check it.
Do you use HDR environment?
Yes, HDR env + PT
Thanks Karba

Re: OctaneRender® for 3ds max® v1.03[Test]

Posted: Sat Feb 02, 2013 7:33 pm
by be_fast
bicket wrote:
suvakas wrote:I think there could be a memory leak in Octane plugin.
If I leave Max running with Octane window opened and paused, then after a while it eats up all my memory and crashes Max.
Could you investigate?

Suv
Same with me. It also exists in version 1.2.
+1
with plugin version 1.2 max2012 x64 PT and DL (I am sure PMC will get the same but didn`t check)
When I am leaving 6000x8000 image render for all night in the morning my PC looks like frozen (memory issue as for me) Same time when I am going to sleep PC using only 8-10GB of the RAM, I have 16Gb
Please FIX!

Re: OctaneRender® for 3ds max® v1.03[Test]

Posted: Sun Feb 03, 2013 12:06 am
by acc24ex
octane for max v2013. - lag issue - still going on from the first version - issue is the same on two different PCs..
- when running and rendering on all GPU cards it is difficult to navigate through the viewport, a second or two lag to select, a few second to start navigating/paning/orbiting

- i think I found a workaround/sort of fix
- when you enter edit poly mode and select anything like vertex, line polygon - the UI becomes much more responsive - until you change back to object selection - also works with a gizmo selected for say UVW mapping
- please try it and see if you can notice the change in responsiveness

Re: OctaneRender® for 3ds max® v1.03[Test]

Posted: Sun Feb 03, 2013 1:17 am
by oguzbir
acc24ex wrote:octane for max v2013. - lag issue - still going on from the first version - issue is the same on two different PCs..
- when running and rendering on all GPU cards it is difficult to navigate through the viewport, a second or two lag to select, a few second to start navigating/paning/orbiting

- i think I found a workaround/sort of fix
- when you enter edit poly mode and select anything like vertex, line polygon - the UI becomes much more responsive - until you change back to object selection - also works with a gizmo selected for say UVW mapping
- please try it and see if you can notice the change in responsiveness
This is great thanks for the tip. It actually works. Now I can use my two gpu's. at the same time.
If that speed / responsiveness has a workaround. Maybe It's something that Karba could test it.
Obviously, I sounds like entering a subselection of an editable poly, puts Max into a kind of locked state. So it updates the render flowlessly.

Re: OctaneRender® for 3ds max® v1.03[Test]

Posted: Sun Feb 03, 2013 9:11 am
by mykola1985
I have a big problem with this release:

with the previous version (1.02) I could render my scene, while this one I can't.. it says WARNING, RENDER FAILED.
I had to switch back to 1.02

Re: OctaneRender® for 3ds max® v1.03[Test]

Posted: Sun Feb 03, 2013 7:56 pm
by Karba
mykola1985 wrote:I have a big problem with this release:

with the previous version (1.02) I could render my scene, while this one I can't.. it says WARNING, RENDER FAILED.
I had to switch back to 1.02
What GPU do you use?
What does error log say?

Re: OctaneRender® for 3ds max® v1.03[Test]

Posted: Mon Feb 04, 2013 1:37 am
by acc24ex
Hey Karba did you try that UI responsiveness thing - just test it out / while rendering in max 2013 enter edit poly mode, select vertex or whatever and then try navigating through scene - and see if you get better UI response while rendering
- this seems like a silly workaround - there has to be something better..

Re: OctaneRender® for 3ds max® v1.03[Test]

Posted: Mon Feb 04, 2013 2:00 am
by Karba
acc24ex wrote:Hey Karba did you try that UI responsiveness thing - just test it out / while rendering in max 2013 enter edit poly mode, select vertex or whatever and then try navigating through scene - and see if you get better UI response while rendering
- this seems like a silly workaround - there has to be something better..
We are working on gpu priority. Probably we will release it after 1.10 release.

Re: OctaneRender® for 3ds max® v1.03[Test]

Posted: Tue Feb 05, 2013 6:52 am
by suvakas
I found the reason of my memory leak.
It happens when I make preview animations of my viewport (Tools>>Grab viewport...)
So I'm not sure it's related to Octane at all.

Suv

Re: OctaneRender® for 3ds max® v1.03[Test]

Posted: Tue Feb 05, 2013 9:25 am
by mykola1985
Karba wrote:
mykola1985 wrote:I have a big problem with this release:

with the previous version (1.02) I could render my scene, while this one I can't.. it says WARNING, RENDER FAILED.
I had to switch back to 1.02
What GPU do you use?
What does error log say?

1) ASUS GTX 580 1,53 gb
2) will check it as soon as I get home.

Hey Karba, there is another big problem with rendering material in thinking particles 4 sp3.
When I apply volumebreak's new shape material ID (generated from the wall breaks for example) using the multi-sub object mat in the material editor. For example mat ID 1 for the wall, and mat. ID 2 for the new shape generated by the volume break, octane won't render the mat ID 2 on the breacks....
can you solve this??