OctaneRender® for 3ds max® v4.00 - 6.10 [OBSOLETE]

Sub forum for plugin releases
Forum rules
Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
SergKlyosov
Licensed Customer
Posts: 126
Joined: Wed Mar 01, 2017 9:33 am

Hi neonZorglub

For image tiles node there is no compression options available. Once again, this feature exists in Standalone
Attachments
Max_NoCompression.jpg
SA_Compression.jpg
Win 10 64 | RTX 3090 | i9 9980XE | 64GB RAM
ramone163
Licensed Customer
Posts: 253
Joined: Tue Aug 28, 2012 5:12 pm

neonZorglub wrote:
ramone163 wrote:Let's talk about performance 3dsMAX VS Standalone.

3ds Max:
scene 8 mil polys.
Evaluation:20 sec.
I can't normally move, rotate, scale objects.

Standalone:
Evalution: 10 sec
move, rotate, scale - works perfect
Second evalution time: 1-2 sec.

3ds max performance is still far far away from Standalone. I already wrote about this problem, but still not fixed.

Please check my videos.
Scene file: https://www.dropbox.com/s/sybgrs27bqz6b ... 7.zip?dl=0
Hi ramone163,
The slow reaction you are experiencing for moving objects seems to come from 'Enable Repeated Viewport Updates' in Global preference / Trouble Shooting.
You should keep it disabled, as it is by default.

I get similar 'evaluation' time for Standalone (~10 sec), and about 15 sec for 3dsmax.
Note that it's not exactly a fair comparison, because some of the processes done in 3dsmax during the first evaluation are already pre-calculated and embedded in the orbx files.
One of the heavy part (~ 7 seconds of those 15 sec) comes from the vertex normal calculation done by 3dsmax.
I'm looking into improving this.

Also note that with the Persistency mode enabled, the second evaluation is also 1~2 seconds.
The Quick mode in Viewport is a big performance improvement for scenes with many objects (but not much for your test scene, with 3 objects with many polygons..)

Other settings to check for optimal performance are:
-Global preference / Trouble Shooting/ Force rebuild Meshes : OFF
-Global preference / Trouble Shooting/ Force re-init materials : OFF
-Global preference / Trouble Shooting/ Pre-load textures on evaluation : OFF

I'm aware that those multiple settings can be confusing and reduce performance when used in inappropriate cases.. I hope to remove those in the future, but currently they still can be a useful work around for some scenes..
Thank you for answers neonZorglub.

In my case "Enable Repeated Viewport Updates" was disabled.

Persistency mode disabled - 15-18 sec
Persistency mode enabled - 10 sec (still not not 1-3 sec like in Standalone)

Do you have the same problem that I, that you can't move/rotate/scale objects during the render like in Standalone?
GPU: 980+1080+1080Ti; 3ds max;
Behance portfolio; Handmadefont.com;
User avatar
mbetke
Licensed Customer
Posts: 1294
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
Contact:

I get still 3dsmax lags and UI flickering. Paride knows about bug. Really annoying. I hope the bugs I transmitted were tracked somewhere.
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
SergKlyosov
Licensed Customer
Posts: 126
Joined: Wed Mar 01, 2017 9:33 am

I've recorded a video about issue with saving render passes

https://www.youtube.com/watch?v=CYW8ol5k4jA
Win 10 64 | RTX 3090 | i9 9980XE | 64GB RAM
User avatar
mbetke
Licensed Customer
Posts: 1294
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
Contact:

ForestPackPro Objects are movable proxies by default. Like I reported it is not a good thing because the pointcloud get invisible in viewport if turned on.
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
DartFrog
Licensed Customer
Posts: 149
Joined: Fri Oct 18, 2013 8:54 pm

SergKlyosov wrote:Out of core feature doesn't work, I have a scene in which Geometry+HDRI eat about 4GB of VRAM, then I'm adding 5 of 16k textures and get 3ds max crash after starting render
I have a scene that rendered in 6.09 fine with CPU checked, and doesn't render when opened in 6.10 with all the same settings. It crashes max. Maybe that's the same problem I'm having.
medvejo
Licensed Customer
Posts: 17
Joined: Sun Mar 25, 2012 2:54 pm
Location: Russian Federation

SergKlyosov wrote:I've recorded a video about issue with saving render passes

https://www.youtube.com/watch?v=CYW8ol5k4jA
Same thing.
neonZorglub
OctaneRender Team
Posts: 1017
Joined: Sun Jul 31, 2016 10:08 pm

mbetke wrote:ForestPackPro Objects are movable proxies by default. Like I reported it is not a good thing because the pointcloud get invisible in viewport if turned on.
Hi mbetke,
When creating a new object, the 'movable proxy' is set as the last object that was edited in the properties.
This avoids to have to set / unset this for each object, while creating many objects.
This behavior can be turned off in Global settings / Main settings / : 'Re-use last properties for new nodes'
(the default will be movable proxy: off for each new object)
Thanks
neonZorglub
OctaneRender Team
Posts: 1017
Joined: Sun Jul 31, 2016 10:08 pm

SergKlyosov wrote:I've recorded a video about issue with saving render passes

https://www.youtube.com/watch?v=CYW8ol5k4jA
Hi SergKlyosov,
That's right, the 'Save image' option in the viewport currently saves only the current pass, as in previous versions.
To save multiple passes, you need to use the standard rendering, using a Render elements for each pass.
(Those can be set automatically from the pass selection button, using 'Export passes selection to Render elements')
I added support for saving all selected passes directly from the viewport. That will be in the next release.
Thanks,
neonZorglub
OctaneRender Team
Posts: 1017
Joined: Sun Jul 31, 2016 10:08 pm

ramone163 wrote:
neonZorglub wrote:
ramone163 wrote:Let's talk about performance 3dsMAX VS Standalone.

3ds Max:
scene 8 mil polys.
Evaluation:20 sec.
I can't normally move, rotate, scale objects.

Standalone:
Evalution: 10 sec
move, rotate, scale - works perfect
Second evalution time: 1-2 sec.

3ds max performance is still far far away from Standalone. I already wrote about this problem, but still not fixed.

Please check my videos.
Scene file: https://www.dropbox.com/s/sybgrs27bqz6b ... 7.zip?dl=0
Hi ramone163,
The slow reaction you are experiencing for moving objects seems to come from 'Enable Repeated Viewport Updates' in Global preference / Trouble Shooting.
You should keep it disabled, as it is by default.

I get similar 'evaluation' time for Standalone (~10 sec), and about 15 sec for 3dsmax.
Note that it's not exactly a fair comparison, because some of the processes done in 3dsmax during the first evaluation are already pre-calculated and embedded in the orbx files.
One of the heavy part (~ 7 seconds of those 15 sec) comes from the vertex normal calculation done by 3dsmax.
I'm looking into improving this.

Also note that with the Persistency mode enabled, the second evaluation is also 1~2 seconds.
The Quick mode in Viewport is a big performance improvement for scenes with many objects (but not much for your test scene, with 3 objects with many polygons..)

Other settings to check for optimal performance are:
-Global preference / Trouble Shooting/ Force rebuild Meshes : OFF
-Global preference / Trouble Shooting/ Force re-init materials : OFF
-Global preference / Trouble Shooting/ Pre-load textures on evaluation : OFF

I'm aware that those multiple settings can be confusing and reduce performance when used in inappropriate cases.. I hope to remove those in the future, but currently they still can be a useful work around for some scenes..
Thank you for answers neonZorglub.

In my case "Enable Repeated Viewport Updates" was disabled.

Persistency mode disabled - 15-18 sec
Persistency mode enabled - 10 sec (still not not 1-3 sec like in Standalone)

Do you have the same problem that I, that you can't move/rotate/scale objects during the render like in Standalone?
Hi ramone163,
I could reproduce a similar big lag when trying to move/rotate, by turning on the Repeated Viewport Updates option, and I got no more lag when turning it off..
Your issue could come from another setting or some other plugin or max settings..
To find out, you could try to reset Octane global settings, using the following steps:
in the Global settings , click on "Explore User Settings Folder".
This should open the browser the location like "C:\Users\xxx\AppData\Local\Autodesk\3dsMax\2019 - 64bit\ENU\plugcfg_ln\"
Then, exit 3dsmax, and delete or rename the file octane3dsMaxConfig.cfg
(sorry for the inconvenience, there will be a 'Reset default settings' option in the next release..)
Post Reply

Return to “Releases”