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Re: OctaneRender® for 3ds max® v1.17[Test]
Posted: Tue Jun 11, 2013 1:24 pm
by Vanya
I'm sorry, but you are very unstable.
Re: OctaneRender® for 3ds max® v1.17[Test]
Posted: Tue Jun 11, 2013 2:16 pm
by acc24ex
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.
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 -
- 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
Re: OctaneRender® for 3ds max® v1.17[Test]
Posted: Tue Jun 11, 2013 3:08 pm
by truerender
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.
Re: OctaneRender® for 3ds max® v1.17[Test]
Posted: Tue Jun 11, 2013 10:34 pm
by Karba
Vanya wrote:I'm sorry, but you are very unstable.
What did you do to get this hangs?
Re: OctaneRender® for 3ds max® v1.17[Test]
Posted: Wed Jun 12, 2013 6:26 am
by Vanya
Karba wrote:Vanya wrote:I'm sorry, but you are very unstable.
What did you do to get this hangs?
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.
Re: OctaneRender® for 3ds max® v1.17[Test]
Posted: Wed Jun 12, 2013 7:00 am
by Vanya
Sometimes when you change materials, viewport is updated, sometimes not. at the time when he was in the castle.
Thank you for your work.
Re: OctaneRender® for 3ds max® v1.17[Test]
Posted: Wed Jun 12, 2013 1:09 pm
by merid888
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
Re: OctaneRender® for 3ds max® v1.17[Test]
Posted: Wed Jun 12, 2013 5:45 pm
by bicket
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.
Re: OctaneRender® for 3ds max® v1.17[Test]
Posted: Wed Jun 12, 2013 7:51 pm
by lixai
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.
can you try saving .tif with alpha... maybe you don't loose it.

Re: OctaneRender® for 3ds max® v1.17[Test]
Posted: Thu Jun 13, 2013 8:51 am
by mbetke
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.