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Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]

Posted: Tue Aug 07, 2012 9:58 am
by mbetke
I still had another strange crash with Octane while opening Excel 2010. Its definitly related to Octane but happens not every time. But more often since the Octane stuff is also in a Quad Menu.

Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]

Posted: Tue Aug 07, 2012 1:06 pm
by 3rdeye
the stereo render does not render correctly somehow..I've attached both the with and without stereo images

Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]

Posted: Tue Aug 07, 2012 9:05 pm
by Karba
3rdeye wrote:the stereo render does not render correctly somehow..I've attached both the with and without stereo images
Do you use the default stereo filter colors?

Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]

Posted: Tue Aug 07, 2012 9:11 pm
by oudou
Hi !
I want to know if there is any limitation on output size depending on hardware.
I'm testing a small architectural outdoor scene, about 1.5mi of tri, rendering with a single 580gtx with 3.00a or 2.58 was the same problem.
no problem for rendering to full hd, but at higher res, i must delete some heavy objects, if i do not the rendering gets stuck after geometry processing, and do nothing (CG seems not loaded...).
With a 100 000 - 200 000 tri dropped out, the render start and is going pretty fast, and i recomposite the other elements after. I have the same problem with direct or path tracing.
After Octane viewport can ben open but no samples not rise and display just the checker grid, a ram usage of 519mb and render size is displayed "0x0"... but sometimes after a while i re-open the octane viewport and all work normaly.
i have latest whql drivers for 580, for cuda these linked on the manual (need to be updated i think, link is now dead)

Other questions :
- is there a way to transfer the scene from octane3dsmax to octane standalone (or obj export will conserve good material settings for octane??) ?
- i'm searching for a small tut on how to use some octane material to mimic the matte/shadow material of 3dsmax ... any one can help me??

Thanks !!

Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]

Posted: Tue Aug 07, 2012 9:18 pm
by Karba
oudou wrote:Hi !
I want to know if there is any limitation on output size depending on hardware.
I'm testing a small architectural outdoor scene, about 1.5mi of tri, rendering with a single 580gtx with 3.00a or 2.58 was the same problem.
no problem for rendering to full hd, but at higher res, i must delete some heavy objects, if i do not the rendering gets stuck after geometry processing, and do nothing (CG seems not loaded...).
With a 100 000 - 200 000 tri dropped out, the render start and is going pretty fast, and i recomposite the other elements after. I have the same problem with direct or path tracing.
After Octane viewport can ben open but no samples not rise and display just the checker grid, a ram usage of 519mb and render size is displayed "0x0"... but sometimes after a while i re-open the octane viewport and all work normaly.
i have latest whql drivers for 580, for cuda these linked on the manual (need to be updated i think, link is now dead)

Other questions :
- is there a way to transfer the scene from octane3dsmax to octane standalone (or obj export will conserve good material settings for octane??) ?
- i'm searching for a small tut on how to use some octane material to mimic the matte/shadow material of 3dsmax ... any one can help me??

Thanks !!
How much memory does it take when you render at full hd?
How much memory does your 580 have?

Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]

Posted: Wed Aug 08, 2012 2:01 am
by Dom74
A very good feature will be the possibility to save the whole scene, with materials and lights, from 3DSMAX to Octane standalone,
so, we can have the best of two, 3DSMAX for editing and setting up the scene, and Octane standalone to render fast heavy scenes.
Do you plan to insert this kind of functionality ?

Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]

Posted: Wed Aug 08, 2012 3:03 am
by Karba
Dom74 wrote:A very good feature will be the possibility to save the whole scene, with materials and lights, from 3DSMAX to Octane standalone,
so, we can have the best of two, 3DSMAX for editing and setting up the scene, and Octane standalone to render fast heavy scenes.
Do you plan to insert this kind of functionality ?
It is impossible at the moment and we don't have such plans in future.
Even if 3dsmax plugin will be able to generate standalone scene, it will be completely unreadable for user just because it is automatiaclly created without any proper node placement in the node graph.

Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]

Posted: Wed Aug 08, 2012 8:36 am
by oudou
Karba wrote:
oudou wrote:...
How much memory does it take when you render at full hd?
How much memory does your 580 have?
my 580 have 1.5gb, there is no big textures, when octane viewport works it say about 0.519/1.470gb memory... i don't know if it's for geometry+texture of just textures.
A second 580 maybe should help (the memory would be 2x1.5gb or juste 1.5gb for the two cards like in a sli mode ?)?
Even if 3dsmax plugin will be able to generate standalone scene, it will be completely unreadable for user just because it is automatiaclly created without any proper node placement in the node graph.
Hu, not very important actually, if the plugin continue to progress, but for export would be pretty good with just material nodes and objects, that's the longer to set up.

edit : it seems when i have this problem, if i open an octane viewport with a low res, so the render start normaly and after i can set up the hi res and it render fine...

Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]

Posted: Mon Oct 22, 2012 1:43 pm
by ebanta11053
[quote="gabrielefx"]I will post some screenshots regarding the map/mat browser.

in the meanwhile I found another bug:

"update animation geometry option" can't be disabled with instances "on" otherwise Octane will render only instances, the other not instanced objects will not be rendered.

Gabriele - could you show me where the "update animation geometry option"
can be found. I've looked all over the interface and can't seem to find it. I'd like to render animations directly from the octaneviewport if possible.