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Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Thu Mar 21, 2013 12:42 am
by merid888
karba is the same result with pt or pcm, dark corners, sphere or cube or circule, any form with any kernel

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Thu Mar 21, 2013 12:53 am
by Karba
merid888 wrote:karba is the same result with pt or pcm, dark cornernes, sphere or cube or circule, any form with any kernel
Increase maxdepth

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Thu Mar 21, 2013 4:24 am
by cybernoid
I'm not sure if this is specific to this version but its the version we are using etc...

We have a city scene with lots of houses where we instance lots of the windows and house parts. We only now just set the movable proxy setting for them so that they are properly instanced in Octane. We have noticed that when we do this however the scene lighting changes.

We have simulated light from inside the houses through their windows using an emissive material with blackbody radiation (As we don't model the inside of the houses). The window material is actually a mix of a glossy one and a diffuse one with emission.

It is these windows that seem to be the cause of the lighting change when we set them to be movable proxies as when we do they seem to throw out a _lot_ more light into the scene?

If we movable proxy instance everything apart from the windows the scene appears to render as it does without instancing so we are not sure what is correct or if this is a bug?

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Tue Mar 26, 2013 6:07 am
by truerender
Is it normal when movable proxy is on at any object in the scene the render not start? Render in octane window is working.

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Tue Mar 26, 2013 8:48 am
by gabrielefx
@Karba

default materials sometime are blue

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Tue Mar 26, 2013 6:29 pm
by adriano.ol
Memory problem.

I have 2 GTX 590, what gives me 1,5Gb VRAM to Octane, and near 1,1Gb real free (Max uses 400Mb)...

Octane for Max allows me to activate among 4 GPUs. But the more GPU I activate, the less memory I get.

With my 4 GPUs, Octane reports only 700Mb of VRAM...

Same problem in similar computers here.

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Tue Mar 26, 2013 9:43 pm
by suvakas
Sun always renders with large bloom effect. No matter if I have post effects turned on or off.
Is this a bug or a feature? If it's a feature then it sucks. Please don't try to guess what I (as a user) like. I'd like to set up my own settings for bloom.

Also when you clear blackbody emission from a material, then it has no effect. Material will stay illuminated.

Suv

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Tue Mar 26, 2013 10:07 pm
by profbetis
The sun's "bloom" is actually natural atmospheric scattering and part of the sky/haze model.

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Tue Mar 26, 2013 10:33 pm
by Karba
truerender wrote:Is it normal when movable proxy is on at any object in the scene the render not start? Render in octane window is working.
Can I have your scene?
[email protected]

Re: OctaneRender® for 3ds max® v1.11c[Test] UPDATED(14March)

Posted: Tue Mar 26, 2013 10:35 pm
by suvakas
profbetis wrote:The sun's "bloom" is actually natural atmospheric scattering and part of the sky/haze model.
I thought so too. But the bloom is so strong...
At least in mental ray we have parameters for sun size and glow.
I guess we will never see these things in Octane?

Suv