OctaneRender® for 3ds max® v2.21.1 [OBSOLETE]

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oguzbir
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gabrielefx wrote:
Karba wrote:
gabrielefx wrote:Hi Karba,

thank you for this new release.

There is an issue with Geppetto (polulate) and motion blur, (objet and vertex). The renderer goes in loop on the first pass and never it's updated.

regards.
May I have the scene?
create a plane then use the Populate tool to draw some paths, the plugin will create walking paths. Choose the geometry in the ribbon tool panel and generate the people. You can download high res bodies. Enable motion blur, hit render to see the issue.

regards

Gabriele I tried what you said. There is a significant lag in loading the next frame.
But it doesnt stuck at 1st sample..
Just wanted to let you know.
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gabrielefx
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Hi Oguzbir,

If I want to render one single frame the renderer doesn't update the samples counter (set to 4000 for example), it counts 0,1,0,1,0...back and forth.
Motion blur must be set on (realtime update) and all bodies set to vertex or object mblur.
If you scrub the timeline you see in realtime the next pose but that single frame is not completed, it restarts.
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oguzbir
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gabrielefx wrote:Hi Oguzbir,

If I want to render one single frame the renderer doesn't update the samples counter (set to 4000 for example), it counts 0,1,0,1,0...back and forth.
Motion blur must be set on (realtime update) and all bodies set to vertex or object mblur.
If you scrub the timeline you see in realtime the next pose but that single frame is not completed, it restarts.
Max2014
I also work on v2014. I also remember turning on obj Mblur on all objects during test.
I did scrub the timeline, and octane viewport had a lag for ~4 sec. and I could see the next frame.
But mine didn't restart the sample back and forth 010101. It just continued in samples 50, 100 ....
I also tried to do final render apart from the liveview. (with no render output, just rendered on the frame buffer with no save) and that also worked.

But I will test it again.

By the way I know what you mean not updating the samples counter. I had that problem rendering ornatrix hair (with old releases) where samples didnt update. I didnt have enough time to test this version throughly. But will let you know.
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acc24ex
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got a failed render using a displacement, the thing is, it was working fine for hours, and after changing the geometry some more, the renderer kept on failing, this is max 2015 kernel 2.2 - didn't try it on the new kernel, since I'm in the middle of a project
- this never happened before, really strange

Karba, you might want to take a look at it.. file in the attachment, the object has a lot of modifiers, but even when changed to editable poly - the displacement still breaks it - requires restarting of max.. really strange, all other displacements work fine..

- edit, I think I changed it to moveable proxy and then the some got stuck..

..edit #2: another bug, material conversion doesn't seem to work well on populate people in max 2015, with 2.2
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failed renderer.zip
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If I want to render one single frame the renderer doesn't update the samples counter (set to 4000 for example), it counts 0,1,0,1,0...back and forth.
try this way
select everything by ctrl+A...and then right click,choose convert to editable mesh,you should fix the “0101”problem..but still,I think this is the kernel problem of octane core! cuz I got same happened in earlier version(1.25-1.55),but without any problem in even eariler version(1.18-1.2a)...now 2.21.1 has this strange thing coming back.....
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oguzbir
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------------
Bug report (or is it?)
------------

If you apply an opacity texture let say "falloff"

And change the "Clay mode on" it still respects objects materials opacity.
Same happens if you change kernel to Info Channeliğ and select "Ambient Occlusion"
it still respects objects' own opacity values from it's materials.

This i think is a problem. But it may also help in some areas say, You want to render a clay version of a scene where there are a lot of trees and you'ld want clay mode respect tree's leaf transparencies.

But here in my case it works wrong. I'm rendering a car render with a X-ray style technical look.
And I want to render out a AO pass on top of it. I need to assign a different material with no opacity values.
just to have an ao pass. It may seem like it's a fine solution. But I tell you it's not, when you deal with high I mean really high scenes.. Where saving alone takes amount of time..

I think you need to add an option where -to respect obj transparencies or not" so that we can have AO pass on the go.
------------
Feature request
------------

I've been asking this for a long time, that we (I) need a override material in render settings. A material that we can control. That would save a lot of time with out saving a lot of scene versions.

------------
Distress Signal
------------

This also brings to my troubles in Max plugin.
And I'm so sorry to say this but the max plugin development isn't going well. (apart from standalone kernel revisions)
If you happen to look at the max release forum. With each release all the people jump in and tell about the bugs and etc. which is fine.
I, myself am terrified to ask for new features, because of basic resistance..

There are tons of things could be done apart from applying new octane standalone kernel adaptation.
I also do think that it's absolutely not fair to push all these problems and accusations to a super guy like Karba who happens to not only work in max plugin but works in main octane development.
So it's kind os work like we ask from Karba he answers or not due his workload.
He's super right to ask for us to post in user request topic and not to post feature requests in release topic.
All major idea sharings are made in the very release topic. Simple because is the most visited one. And others are seldomly taken in to account.

But I believe it's fair to ask from Otoy, implementations for our beloved max plugin.
I'm not sure how other plugin development works but I see more room for improvement effort on max.
There renderer alone is fantastic and the pace adding of new features for standalone is good.

But while working with heavy scenes or trying to do asset tracking. The integration with octane and max is not good. Simple ex. Can't spot accurately which textures are missing from the scene.
I need to have render presets so that I dont loose my render settings. Because even an undo doesnt work on render settings.
I need to have a basic override material feature. The only renderer out here who doesnt have this option is max's default scanline renderer.

Bitmap display on viewport is always poor from the start. Cant even see a thumbnail of the hdri we're using in mat editor.
There are times where you dont want to ask all from Karba or Otoy. So you need to implement a maxscript on your own to drive octane or max. Say a light lister. Or a light lister able to manage materials with Emission properties.
I find it really hard to control some properties with maxscript. Even when I do find the octane's maxscript arguments or names, Sometimes I bump in to an error where I cannot move forwards. Karba says he's no good in maxscript. But seeing no effort from otoy about it makes me real sad.

Would it be really hard to recruit a freelancer a maxscripter or maxplugin coder to work on stuff that would really make time saving cool features.
I would really love to see the effort from Otoy for that matter.
I can also be willing to give away an amount of money to help you hire a maxcoder for some features what we might need most.

But it's really sad to wait for new release with some additional max features. but we cant see that very often.
For example, with this release max material converter has been updated. But some materials are still cannot be converted.
Can we write a maxscript on our own to solve our problem. Well, yes and no.
Because there is no documentation about whether we can or wen cant connect with octane-maxscript api.

So I would like to call out to max plugin users in the forum, to unite and prepare a list of what we should have in max. That is not spesificly bound to main octane standalone kernel, but features that can be added without messing with GPU coding. Just basic max features that are available in vray etc.
Maybe than we could get attention.
Please do not post here and mess up Karba's bug report topic. I'll be posting a topic under User requests. And will announce that link from here.

I may be a single guy owning a single license. But there are my two cents... (once again)

Best,
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RobSteady
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Ok, let's do it! ;)

The question is: what's the difference to a regular request thread? For example I requested the "show shaded material in viewport" issue a few times with no response whatsoever. Also an alpha channel for materials. Will this be different in a collective thread?
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oguzbir
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RobSteady wrote:Ok, let's do it! ;)

The question is: what's the difference to a regular request thread? For example I requested the "show shaded material in viewport" issue a few times with no response whatsoever. Also an alpha channel for materials. Will this be different in a collective thread?
Thank you for your response RobSteady. I'm thinking about a topic that has a list that will update as much as it could be. It's just a humble effort to get recognised.. We'll see how it performs..

I do not want to mess up this release topic.
I'll post one more time a link to the topic. We all can talk over this.
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oguzbir
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Hello guys

I would like to take everyones attention to the topic "OctaneRender Max Plugin Collaborative Wishlist"
http://render.otoy.com/forum/viewtopic. ... 48#p224348

I want to collect all your reasonable wishlist in a simple post so, that developers will have a good place to look at.
Apart from the bug reports and if it stays alive, it will be a great platform to request new features.
Especially the ones we desperately need the most. Please visit above link from time to time. and please add more ideas.
Best,
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Elvissuperstar007
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2.21.1 error log
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octane 2.21.1 150301 084512.log
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