OctaneRender® for 3ds max® v1.17[Test]
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Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
thanks for the explanation - those plugins were pretty buggy last time I checked - and tends to be a problem when using outside plugins and using more than one computer for work - especially when you try and open the scene in one year - only to find out all of the updated versions of plugins break the scene - that's why I'd like to try out all the available internal plugins -darkline wrote: I think the problem lies in that Max may well use instances within the Parray, but that's not the same as each object being an octane movable proxy. I don't think it supports it.
if you want to do that, forest pack pro (free) or multi-scatter are the best as they do work with octane instances
Alternatively using 'Geometry' on hair and fur will still convert to mesh at render time and be a big hit on memory, but the advantage being it'll retain any animation/interaction with the scene which you wouldn't get if you converted it into a mesh with the tools.
- anyway I'll test out the updates, hopefully - just had a huge project to finish, and didn't have time to add realistic grass - so now I'm fully motivated not to crap it out..
- tips on grass always welcome - it's always a big pain in the ass if you don't organize the scene very efficiently - grass tests are OK - huge projects with short deadlines are a pain
- just have to keep in mind to try and convert everything to max editable polys for future references..
- to JJTTBB: I also come accross those unexplainable 3dmax crashesh all the time - so I can always copy/paste the original installed max folder - so I can just delete the fualty one and rename the original - even that sometimes doesn't work - most problems I was getting was because of those nvidia physX plugins - they interfere with updated subscription packs and massFX and stuff like that - most advices are to uninstal the nvidia plugins then reinstall again - now I suggest don't even install the nvidia ones - they mess up instalations pretty badly when they do - another solution is to switch to a higher version of max - and don't install anything you don't really need in the future - those error messages are complete crap sometimes - and you could loose days trying to debug it - forget it, max is always going to be unstable (google for error messages and hope someone solved it)
- I am also getting some pretty stupid crashes - I open up max 2012 / not related to this version of octane - and when I resize to full screen it just crashes.. and that also happened to another version of max.. aint nobody got time for that
- do you best to keep original copy od freshly installed max to switch it back when needed - of course none of this might help you now - but keep it in mind if you're going to reinstall now
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
- truerender
- Posts: 100
- Joined: Mon Mar 15, 2010 3:01 pm
Octane viewport not updating while press pause. (Show only 1-st sampel)
Look like it is stopeed, but it is rendering.
Octane runing on QUADRO 2000M.
Look like it is stopeed, but it is rendering.
Octane runing on QUADRO 2000M.
I did not understand anything, I'm just working as usual, opened the material editor, and double-clicked on one of the materials. crash was a few times. Then I had forgotten that I wanted to customize. and did not do anything.Karba wrote:What did you do to get this hangs?Vanya wrote:I'm sorry, but you are very unstable.
Core i5 76o @ 2.8o GHz | ZOTAC gtx58o AMP 1536Mb | MSI gtx46o 1o24Mb | Corsair ForceGT SSD12o | Gskill 16Gb RAM 16ooMHz
OctaneRender® for 3ds max®
Sometimes when you change materials, viewport is updated, sometimes not. at the time when he was in the castle.
Thank you for your work.
Thank you for your work.
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Core i5 76o @ 2.8o GHz | ZOTAC gtx58o AMP 1536Mb | MSI gtx46o 1o24Mb | Corsair ForceGT SSD12o | Gskill 16Gb RAM 16ooMHz
OctaneRender® for 3ds max®
thank you karba i have a problema when i put the diffuse texture this is gray, why happen this ? in the last versión 1.13 dosen't happen that
can you help me ? add image
can you help me ? add image
A question for Master Karba :
Is there a way to add alpha contribution to the post process (bloom and glare).
As I save my renders in png, i lose the post effect on empty (no object) pixels. So I have to do make multiple renders in order to recompose and have the post effect which, i think, is great.
Thanks in advance for your answer.
Is there a way to add alpha contribution to the post process (bloom and glare).
As I save my renders in png, i lose the post effect on empty (no object) pixels. So I have to do make multiple renders in order to recompose and have the post effect which, i think, is great.
Thanks in advance for your answer.
can you try saving .tif with alpha... maybe you don't loose it.bicket wrote:A question for Master Karba :
Is there a way to add alpha contribution to the post process (bloom and glare).
As I save my renders in png, i lose the post effect on empty (no object) pixels. So I have to do make multiple renders in order to recompose and have the post effect which, i think, is great.
Thanks in advance for your answer.

Core i7 860, ZOTAC GTX 580 - 3GB, 2 x GTX TITAN, 32Gb RAM
1)
Max 2014 crashes reproduceable here if I merge a model from another scene which has a texture in it with an unknown path. It tells me "path not found", I press okay and then it crashes.
If I merge the model with proper paths all is okay.
2)
Also the little thumbnails in material editor (compact version, using a mutl-mat) don't get updated propery. But I think it has benn reported already.
3)
All thumbnails feel like beeing updated slower as in previous versions. I didn't use a stopwatch but feels slower.
Max 2014 crashes reproduceable here if I merge a model from another scene which has a texture in it with an unknown path. It tells me "path not found", I press okay and then it crashes.
If I merge the model with proper paths all is okay.
2)
Also the little thumbnails in material editor (compact version, using a mutl-mat) don't get updated propery. But I think it has benn reported already.
3)
All thumbnails feel like beeing updated slower as in previous versions. I didn't use a stopwatch but feels slower.
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Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2