Page 4 of 12
Re: OctaneRender® for 3ds max® v3.06.4 - 4.39
Posted: Thu Aug 10, 2017 7:37 am
by Goldisart
a solution is found soon or I use Vray -RT ,?
Re: OctaneRender® for 3ds max® v3.06.4 - 4.39
Posted: Thu Aug 10, 2017 9:52 am
by Goldisart
Интуитивно разобрался.
1. при построении perspective matsh - 3dmax настраивает перспективу верно в окне перспектив - НО при перезагрузке он сбивает сцену и именно так как показывает ОКТАН на рендере. тоесть Октан честно визуализирует перспективу которая изначально неверно откорректирована в 3dmax и которая перестроится после перезагрузки сцены и встанет в то положение которое изначально показывает октан рендер.
2 для построения точной перспективы 3d макс формирует free camera которая держит положение камеры и вносит коррективы ( при перезагрузке визуальный контроль сохраняется) - но Октан рендер видимо не умеет считывать все данные с этой камеры - соответственно надо копать сюда
3. Где то ошибка в pixel aspect - возможно это ключ к разгадке
Re: OctaneRender® for 3ds max® v3.06.4 - 4.39
Posted: Fri Aug 11, 2017 4:20 am
by neonZorglub
Hi Goldisart,
Thank you for your scenes.
Your current setting of Perspective Match is XYZ mode.
This creates axes that are not perpendicular to each other (non-orthogonal), and can not be supported by Octane.
However, if you switch to XY mode, you have the same control to adjust the camera to the background image, and this works fine with Octane..
Notes : This is not due to the use of the 3dsMax Free camera; I could convert it to an Octane camera, and have the same problem with XYZ mode.
You can also check that the camera has perpendicular axis by trying to 'export selected' as FBX, you would see a message like that:
One or more objects in the scene has local axes that are not perpendicular to each other (non-orthogonal).
The FBX plug-in only supports orthogonal (or perpendicular) axes and will not correctly import or export any transformations that involve non-perpendicular local axes.
This can create an inaccurate appearance with the affected objects:
-Camera001
So please use the XY mode, even if it seems more easy to tweak the 3d scene with XYZ mode..
I think the XY mode will also creates a more realistic scene, as no real camera / lens can match non orthogonal axis.
Thanks
Re: OctaneRender® for 3ds max® v3.06.4 - 4.39
Posted: Fri Aug 11, 2017 7:58 am
by Goldisart
neonZorglub - excellent !!!!
but we expect and support on Z

thanks
Re: OctaneRender® for 3ds max® v3.06.4 - 4.39
Posted: Fri Aug 11, 2017 9:12 pm
by coilbook
Hi paride,
I wll try to have that cuda log error made when i have time.
Also it takes 40 seconds or more for octaneviewport to open when there is phoenix fd. WHen there is more than 1 grid it takes up to 2 min That's just grids only.
UPDATE:
the scene i sent you now has 5 sims with fire each sim is around 15 mil cells not really a lot. So to open this 5gb scene and 5 fire sims takes 9 min 27 seconds There is definitely a bug with octane evaluation times and multiple phoenix fd. We are using ver 4.39 with pflow disabled liek they told us. Hopefully they can fix it soon. It makes animation rendering very slow
Also the scene i sent you has fire grids as a layer you can unhide. Would be nice if you can simulate a bit and make 5 copies of it (copies and not instances) and see how long it takes to evaluate Thank you
Re: OctaneRender® for 3ds max® v3.06.4 - 4.39
Posted: Fri Aug 11, 2017 10:00 pm
by coilbook
Another update on scene evaluation (octane viewport) and Phoenix fd.
version 4.39 with PFLOW disabled mesh instances takes 9 min 27 seconds to open 5gb scene with 5 fire grids.
version 4.38 - 2 min to open a 5gb scene with 5 fire grids.
Please fix it, otoy. We have 4.38 with wrong mb direction for liquids and 4.29 we cannot use because evaluation time is 5 items longer. So we cannot even work now.
4.39 opens faster with pflow disable but once phoenix fire sims are added it takes now 5 times longer.
Thank you!!!!
Re: OctaneRender® for 3ds max® v3.06.4 - 4.39
Posted: Sat Aug 12, 2017 10:33 am
by acc24ex
No issues with this version for me, so far..
Btw even vray has support for filmic, please add some support for that
http://www.maximeroz.com/filmic
Re: OctaneRender® for 3ds max® v3.06.4 - 4.39
Posted: Sat Aug 12, 2017 1:57 pm
by coilbook
seems like fire motion blur is still not fixed. This is an image of flying propane tank with flame. Fire looks grainy, does not even look like mb
Re: OctaneRender® for 3ds max® v3.06.4 - 4.39
Posted: Sun Aug 13, 2017 12:47 pm
by Notiusweb
Hello, how do you adjust Gamma in this version. All the imager options work except Gamma. It does nothing no matter what setting is on.
Thanks!
(4.39, Max 2018)
EDIT - I can answer that Notiusweb, Max has a default setting on that you need to turn off, as it affects the Octane plugin.
-Go to Customize, Preferences, Gamma and LUT, and turn off that 'Enable Gamma/LUT Correction'.
-Now you can adjust Gamma in Octane.
Q- Why does the plugin and Max do this?
A - To make things more accurate...you know, so it can be more complicated. I mean, why make things easy, right?!...
Re: OctaneRender® for 3ds max® v3.06.4 - 4.39
Posted: Sun Aug 13, 2017 1:09 pm
by Goldisart
I wanted to work in a great scene with the octane viewport is active but after 2-3 minutes vray rt for 10-15 seconds - dear programmers you have a big problem - it is impossible to work with big volume on the number of geometry scenes
