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
OctaneRender® for 3ds max® v1.0 beta 3.03[Test]
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- Elvissuperstar007
- Posts: 2512
- Joined: Thu May 20, 2010 8:20 am
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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
+11111111111111111111111
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Page octane render " В Контакте " http://vkontakte.ru/club17913093
3form wrote:Karba wrote:What kind of instancing objects do you use?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
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
Did you change anything in you scene? Multiscatter? more instances?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
Fixedsnake12 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
Wait for a new version.
- Philipp1980
- Posts: 68
- Joined: Thu Dec 15, 2011 9:56 am
Hi Karba,Did you change anything in you scene? Multiscatter? more instances?
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.
Karba wrote:So you tried it without multiscatter before, and then add multiscatter with several million objects, and it begun take more time to export?3form wrote:
I think its multiscatter that is causing this isssue works mint when scatters not off.
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
How much memory does this scene take and how much memory does your GPU have?3form wrote:Karba wrote:So you tried it without multiscatter before, and then add multiscatter with several million objects, and it begun take more time to export?3form wrote:
I think its multiscatter that is causing this isssue works mint when scatters not off.
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
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
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