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Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Mon Nov 26, 2018 9:10 am
by SergKlyosov
Hi neonZorglub
For image tiles node there is no compression options available. Once again, this feature exists in Standalone
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Mon Nov 26, 2018 10:14 am
by ramone163
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?
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Mon Nov 26, 2018 10:22 am
by mbetke
I get still 3dsmax lags and UI flickering. Paride knows about bug. Really annoying. I hope the bugs I transmitted were tracked somewhere.
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Mon Nov 26, 2018 12:07 pm
by SergKlyosov
I've recorded a video about issue with saving render passes
https://www.youtube.com/watch?v=CYW8ol5k4jA
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Mon Nov 26, 2018 12:20 pm
by mbetke
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.
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Mon Nov 26, 2018 6:33 pm
by DartFrog
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.
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Mon Nov 26, 2018 8:36 pm
by medvejo
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Mon Nov 26, 2018 11:16 pm
by neonZorglub
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
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Mon Nov 26, 2018 11:25 pm
by neonZorglub
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,
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Mon Nov 26, 2018 11:49 pm
by neonZorglub
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..)