OctaneRender® for 3ds max® v1.0 beta 3.03[Test]

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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snake12
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Posts: 97
Joined: Sat Jun 25, 2011 7:21 am

PLEASE, PLEASE....
HI KARBA, IN MAX 2012 64 BIT THE VERSION OctaneRender® for 3ds max® v1.0 beta 3.01, 3.02, 3.03,AND THE DEMO HAS A BUG THAN IS OK THE LAST VERSION 3.0


1. WHEN OPEN MAX FILE THE MATERIAL DONT SHOW IN VIEWPORT MAX.
2. SAVE THE NAME MATERIAL WHEN REOPEN MAX THE NAME DISAPPEAR.
THANKS
Cosmos II, Asrock 79 extreme 11, Intel i7-3930K 4.40 GHz, 32gb Ram Quad 2.400 OC., 2 Drives Intel SSd 520 240gb Raid 0, 1 Gtx 580 3 gb + 3 Gtx 590 4Gb.
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Elvissuperstar007
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snake12 wrote:PLEASE, PLEASE....
HI KARBA, IN MAX 2012 64 BIT THE VERSION OctaneRender® for 3ds max® v1.0 beta 3.01, 3.02, 3.03,AND THE DEMO HAS A BUG THAN IS OK THE LAST VERSION 3.0


1. WHEN OPEN MAX FILE THE MATERIAL DONT SHOW IN VIEWPORT MAX.
2. SAVE THE NAME MATERIAL WHEN REOPEN MAX THE NAME DISAPPEAR.
THANKS

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3form
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3form wrote:
Karba wrote:
3form wrote:Hi all

Having some major problems. Using 3.03 on kepler GTX670 was working mint now it takes forever to load render screen and performace has halfed any ideas need it to work! any suggestions would be appriciated.

thanks

J
What kind of instancing objects do you use?

Hi Karba

HDGrass with multiscatter 7 million instances and 8 HD trees. The problem is also happeining with low instancing scenes file size is 4MB with 2000000 instances of grass was working like a champ before now slow as a dog. Could it be 3DS max, also max uses 6Gb when I push render? also have problem with animation crashes after 10 frames small and big scenes. I ran thye same scene on my GTX460 2Gb the scene loads onto the card then nothing just hangs I have attached a screen shot you can see that the memory has been loaded and core clock goes up, GPU load says 0, and render screen does not load. Hope you can help!

Cheers
J

I think its multiscatter that is causing this isssue works mint when scatters not off.
GTX670 4GB, GTX460 2GB, Q8400 2.27Ghz, 6GB RAM
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Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

Plankosmos wrote:Hey everyone!

I've got a question concerning the new 3ds max plugin: I updated from 3.01 to 3.03 and now I've got the problem that it takes now very very long until the viewport opens. I am working with many instances but with the 3.01 version the export took only some seconds - now several minutes. Is there anyone else with this problem?

Greetings :)
Did you change anything in you scene? Multiscatter? more instances?
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Karba
OctaneRender Team
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Joined: Sat Jun 11, 2011 9:05 am

3form wrote:
I think its multiscatter that is causing this isssue works mint when scatters not off.
So you tried it without multiscatter before, and then add multiscatter with several million objects, and it begun take more time to export?
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Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

snake12 wrote:PLEASE, PLEASE....
HI KARBA, IN MAX 2012 64 BIT THE VERSION OctaneRender® for 3ds max® v1.0 beta 3.01, 3.02, 3.03,AND THE DEMO HAS A BUG THAN IS OK THE LAST VERSION 3.0


1. WHEN OPEN MAX FILE THE MATERIAL DONT SHOW IN VIEWPORT MAX.
2. SAVE THE NAME MATERIAL WHEN REOPEN MAX THE NAME DISAPPEAR.
THANKS
Fixed

Wait for a new version.
Philipp1980
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Posts: 68
Joined: Thu Dec 15, 2011 9:56 am

Did you change anything in you scene? Multiscatter? more instances?
Hi Karba,

it's the original scene and I didn't change anything. I used forest pack to create the instances (I used option "instanciate") and afterwards I converted them all into Octane proxies. With version 3.01 it worked fine.
3form
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Posts: 124
Joined: Sun Mar 06, 2011 3:51 am
Location: New Zealand
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Karba wrote:
3form wrote:
I think its multiscatter that is causing this isssue works mint when scatters not off.
So you tried it without multiscatter before, and then add multiscatter with several million objects, and it begun take more time to export?

Hi Karba

Yes and No. used multiscatter with several million objects and worked well, closed scene and reopend and then it turnd south taking ages to export then octane started to freeze. deleted all mustiscatter and then back to good again.

Cheers
GTX670 4GB, GTX460 2GB, Q8400 2.27Ghz, 6GB RAM
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Karba
OctaneRender Team
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3form wrote:
Karba wrote:
3form wrote:
I think its multiscatter that is causing this isssue works mint when scatters not off.
So you tried it without multiscatter before, and then add multiscatter with several million objects, and it begun take more time to export?

Hi Karba

Yes and No. used multiscatter with several million objects and worked well, closed scene and reopend and then it turnd south taking ages to export then octane started to freeze. deleted all mustiscatter and then back to good again.

Cheers
How much memory does this scene take and how much memory does your GPU have?
3form
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Posts: 124
Joined: Sun Mar 06, 2011 3:51 am
Location: New Zealand
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Hi Karba

Yes and No. used multiscatter with several million objects and worked well, closed scene and reopend and then it turnd south taking ages to export then octane started to freeze. deleted all mustiscatter and then back to good again.

Cheers[/quote]

How much memory does this scene take and how much memory does your GPU have?[/quote]

89Mb for scene and 670 has 4gb and 460 2gb
GTX670 4GB, GTX460 2GB, Q8400 2.27Ghz, 6GB RAM
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