OctaneRender® for 3ds max® v3.03.4 - 4.21 [OBSOLETE]

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acc24ex
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- Ok I'll see about recreating the issues - as I said, don't even have the time to do that often.. in the meanwhile try scrolling through the viewpowert channels

- sorry about typos for 2nd part, to tired - I want to bypass control from camera postprocessing to the one in render settings, and cannot find a way to do it easily

- so while I'm on octane camera, I'd still like to use the render panel settings to set exposure post pro etc - anyone else finds that useful -

- actually main reason I still use the max camera is because of that, cannot use the render settings to control tonemaping, aperture, postpro


- also found something buggy with motion blur - first some of my rotating objects were not showing, like 1 out of 4 wheels didn't show on one pc, and 4 out of 4 wheels didn't show on another PC..

- then copy pasted the same geometry onto same place and deleted old, and it worked.,

- but now, I render it out, and discovered that the rims are animated like they have offset centres.. which is also visble when activating/deactivating motion blur .. so a bit of chaos happens when using motion blur, like it moves the object around, or the center of the object..

- is that documented or new?

check out the attachment .mp4.. it's running perfectly in the viewport, and as far as I can tell it runs OK without the motion blur - now rendering without the motion blur thing
Attachments
386-021116_ crs_02_aventador_bug.mp4
(2.48 MiB) Downloaded 5267 times
Last edited by acc24ex on Mon Oct 24, 2016 1:30 pm, edited 1 time in total.
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paride4331
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Hi acc24ex,
Thanks for the clarification about the camera's settings through the control panel.
Your issue has been previously found and reported to the developers too.
We trust new developer resolves the issue encountered as soon as possible.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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acc24ex
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OK I got more ;)

The absolutely most anoying thing is the mega slowdown when moving moveable proxy objects while rendering

I constantly go over and click the pause button
OK just discovered that you fixed so it doesn't slow down while the lock button is pressed - great ..

- now I would love some workaround - firstly - can you direct me into the class name or whatever of the pause button since I want to map it onto a maxscript and assign a hotkey

- maybe add a switch so when we move items around - the viewport pauses and continues when we stop with the movement
- sometimes we want to see it moving - so a checkbox seems reasonable

- lightweight scenes are fine, they move around quickly

OK basically what you can do now is to direct me into what are the names to look for in maxscript for the pause button (and other render settings would be great) since they don't show up in maxscript listener

Or if it's not there, please give us a way to assign a hot key to the pause button on the viewport - I press this thing all day long when hooked in a heavy scene

thanks
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acc24ex
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- fixed the importing of .mat library - reloaded the library on max2015 with 2.21 kernel on, saved to a new mat, and opened in max2017 with this plugin, everything worked nicely

- maybe it didn't work before as I open my .max files I already have the material library loaded, so I didn't do it clean/manually like I did now -
- maybe issue worth noting, for future users ..


BTW thanks for listening out, I'm using octane like 5-10 hours per day every day, stills and animations, working on a win7 machine and win 10, max 2015 and 2017.. doing product vis during the day, and scifi and random bashing in free time, (and no free time), so I'm taking away time out of my work to write a somewhat coherent bug report, you should use this now ;)

- and of course the better your stuff works, the better results we get and all of that, I'm trying real hard to produce excellent results to my people so I wanna make this work, so less frustration while working we have = less pressure on you guys

..anyway, it's good, keep on crushing it

PS this gif (press to play) is from the previous animation only now without motion blur activated - not sure what was the issue previously with wonky motion blur, didnt fix at , this was from a fresh scene in 2017, with merged geometry from max2015, which had imported geometry from maya - probably fbx (I used the send to max in maya) - anyways, it was pretty clean considering the mess I usually work with
386-021116_-crs_02-924x520-koivi-tasker-veneno.gif
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paride4331
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Hi acc24ex,
Have an hotkey to speed up your workflow may be useful.
I will try to ask to 3ds max developers to add this request in to do list and meanwhile to know a possible workaround with script.
thanks for collaboration.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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acc24ex
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experiencing more crashes while saving from octane viewport - it's not even random it's here and it's real, I "accidentaly" crashed it three times today after rendering a fairly big render :/

- the struggle is real
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paride4331
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Hi acc24ex,
Are you referring to version 4.22?
This issue has been fixed in 4.22, but it is not yet a stable version.
Use 3dsMax rendered window frame to save.
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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Elvissuperstar007
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sequentia does not work, I have animated trees, on which they render static
Attachments
sequentia.rar
(46.41 MiB) Downloaded 310 times
11318.png
11170.png
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coilbook
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when will 3.04 come out?
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paride4331
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Hi coilbook,
Octane SDK 3.04.3 (now max plugin uses 3.03.4) for 4.24.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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