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Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Wed Oct 31, 2018 11:18 am
by HHbomb
Done in PM

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Wed Oct 31, 2018 11:21 am
by mbetke
Get this error while just changing a material I use for months across my scenes. Have to restart 3ds max to make Octane work again. The material is just a common glossy material. Nothing special nor a big scene.
CUDA error 201 on device 3: invalid device context
-> failed to create link
device 3: failed to create OSL compile context:

device 3: failed to compile module 0
CUDA error 201 on device 0: invalid device context
-> failed to create link
device 0: failed to create OSL compile context:

device 0: failed to compile module 0
CUDA error 201 on device 1: invalid device context
-> failed to create link
device 1: failed to create OSL compile context:

device 1: failed to compile module 0
CUDA error 201 on device 2: invalid device context
-> failed to create link
device 2: failed to create OSL compile context:

device 2: failed to compile module 0

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Wed Oct 31, 2018 2:52 pm
by paride4331
mbetke wrote:Get this error while just changing a material I use for months across my scenes. Have to restart 3ds max to make Octane work again. The material is just a common glossy material. Nothing special nor a big scene.
CUDA error 201 on device 3: invalid device context
-> failed to create link
device 3: failed to create OSL compile context:

device 3: failed to compile module 0
CUDA error 201 on device 0: invalid device context
-> failed to create link
device 0: failed to create OSL compile context:

device 0: failed to compile module 0
CUDA error 201 on device 1: invalid device context
-> failed to create link
device 1: failed to create OSL compile context:

device 1: failed to compile module 0
CUDA error 201 on device 2: invalid device context
-> failed to create link
device 2: failed to create OSL compile context:

device 2: failed to compile module 0


Hi mbetke,
thanks
Regards
Paride

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Wed Oct 31, 2018 2:54 pm
by paride4331
HHbomb wrote:Done in PM
Hi HHbomb,
thanks,
I'm investigating, it's strange, your issue changes changing blackbody power.
I will let you know.
Regards
Paride

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Wed Oct 31, 2018 3:38 pm
by HHbomb
Thanks, it look like alpha don't take in account the opacity texture and treat all the surface as a full emitter....

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Wed Oct 31, 2018 4:03 pm
by HHbomb
I get a lot of crashes of max when opening "environnement and effects" ( 8 ) in 6.09 and 6.08 especially when having a hdr map in environnement texture.

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Thu Nov 01, 2018 11:45 am
by SergKlyosov
Hi Paride,

Can we somehow save compressed textures to a disk? Texture compression of large textures is pretty slow and it would be more convenient to compress them ones and then reuse that compressed file and don't wait 15 min for compression each time 3Ds Max is restarted

Cheers

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Thu Nov 01, 2018 1:24 pm
by paride4331
Hi SergKlyosov,
compression is on the fly, I recommend saving textures to DDS textures files.
Regards
Paride

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Thu Nov 01, 2018 2:27 pm
by SergKlyosov
paride4331 wrote:Hi SergKlyosov,
compression is on the fly, I recommend saving textures to DDS textures files.
Regards
Paride
Hi Paride,

Thank you for the reply, but didn't quite understand your answer
What is DDS files? Do I need to save textures in that format from another application like Photoshop or MARI?

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Thu Nov 01, 2018 3:25 pm
by paride4331
paride4331 wrote:
HHbomb wrote:Hi, Paride, but I have "visible on specular unchecked" in black body...
Here is the same render with a diffuse material applied to all objects.
HI HHbomb,
sorry, I'm probably doing something wrong, caould share your scene (in pm if you want) please?
Regards
Paride

Hi HHbomb,
I think you should use black-white images in opacity slot, if you want to mask that's the way.
if instead you want to have variable emission, use the texture in texture emitter.
Regards