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Re: OctaneRender® for 3ds max® v2.04

Posted: Sun Jul 27, 2014 8:22 am
by lixai
I just think you need help, you said it yourself that you don't have enough time for all the requests.

"lack of important features" ? - don't even get me started on this one, gabrielfx has a long list of those in a thread that i agree with.
We need speed improvements, but i guess this is not max plugin problem, but standalone core problem.
Right now i am working on an interior scene with Corona because on one older CPU (3770k) it's faster to render that on TWO TITANS, and it looks more real.
pt_8min.jpg
corona_8min.jpg
8 minutes on both renders, both using portals, both using sun and sky in the same position, same camera, both using displacement on the outside bricks.
Corona doesn't burn the highlights (octane needs the highlights compression feature)
octane's blue tint on default material is too strong.
octane doesn't have real glass proprietes on material (no fake shadows, it's an unbias render after all)
octane needs some artists in the team, because otoy doesn't listen users on the forum.
octane needs gamma correct workflow, right now is just guessing.
octane needs a more advanced material converter (the one that it uses now is from the beginning of max plugin, many of the textures are just left unconnected to anything when converting a vray material for example)
Fix these for now.
Thanks.

Re: OctaneRender® for 3ds max® v2.04

Posted: Sun Jul 27, 2014 9:11 am
by mykola1985
Hi Lixai, i think your post is an absurd... the reasons might be the following:

1) your two titans don't work like they should.
2) you have 0 experience with setting up your scenes in max.

I think more about the second reason.
Those renders look too noisy to be made in 8 minutes in Octane! you are definitely doing something wrong.
just look at the following image, i rendered it on my PC (i7 3770k, ASUS STRIX GTX 780 6GB OC edition, it equals to 1 Titan in terms of speed and memory)
Image

only 4 minutes for a scene that generally needs something like Light Cache (vray) or HD Cache (corona) to remove noise. Octane doesn't have such option, but it still works like a charm and is very fast! ;)

now few words about Corona alpha6:
it's an amazing renderer but vray 3.0 is much better as CPU for me and even faster for interior scenes.
Even if you use HD Cache with Corona to make your interiors look less noisy, they will never be so good as in Vray 3.0 (with 0 noise).
Corona has kinda hybrid Light Cache (HD Cache) that will newer completely remove all the noise in your interior scene. Vray can do it.
Octane with 2 Titans should be always faster that corona on i7 3770k in any scene, otherwise you are doing something wrong.

Re: OctaneRender® for 3ds max® v2.04

Posted: Sun Jul 27, 2014 9:29 am
by mykola1985
lixai wrote:I have a request,

OTOY needs to hire someone to help Karba with the developement of Max plugin.
He is a genius, but he needs help because he is not also superman.

So let's vote for that, i think everybody will agree.

I DON'T AGREE!

**********************************************************!

Re: OctaneRender® for 3ds max® v2.04

Posted: Sun Jul 27, 2014 1:16 pm
by kevinshane
hi Mr.Karba,please don't ingore the motion blur bug!
object secquence animation(or any secquence format) still can't produce any motion blur even vetex motion blur is check on! Also,viewport performance became more slow and even can't rotate the viewport!
This is a very old bug that I report to you since 2.0 out!Please take a look at the bug! It's really important to fix this bug when u import a fluid simulation or any object secquence animation into octane! :oops:

Also,some really basic feature are still missing, like vertex color(vertex shader),and xref rendering(bug), or a save image button in octane realtime viewport.. :evil:

Re: OctaneRender® for 3ds max® v2.04

Posted: Sun Jul 27, 2014 1:19 pm
by kevinshane
kevinshane wrote:hi Mr.Karba,please don't ingore the motion blur bug!
object secquence animation(or any secquence format) still can't produce any motion blur even vetex motion blur is check on! Also,viewport performance became more slow and even can't rotate the viewport!
This is a very old bug that I report to you since 2.0 out!Please take a look at the bug! It's really important to fix this bug when u import a fluid simulation or any object secquence animation into octane! :oops:

Also,some really basic feature are still missing, like vertex color(vertex shader),and xref rendering(bug), or a save image button in octane realtime viewport.. :evil:
If this bug can't fix! We have no reason to stay in 2.0 or 2.04 anymore! It's slow and full of bugs! I have to roll back to 1.2~

Re: OctaneRender® for 3ds max® v2.04

Posted: Sun Jul 27, 2014 6:00 pm
by acc24ex
- I also rolled back to 1.2 when I wanted to actually work on a scene
- that was the most stable edition - as I mentioned someplace before - after a while - I have no desires to check for new bugs - at least make it easy to switch to different octane versions..

- anyway here's a definite crash bug on max 2015 - when adding/removing UVW map modifier, while octane preview window is active, and set as movable proxy and with a material added - and there's one modifier like chamfer under that - crashes max - on a clean scene..
- this happened when I added uvw map, and now when I removed it - buggy bug bug

- edit - just silent crashed when applying chamfer modifier in the same conditions - god damn this is frustrating..

- and yeah I vote +1 on getting additional people working on this plugin, it's a lot of work working absolutely everything out, that is pretty clear .. not sure about the popularity of other 3d software, but 3dmax was first out with the live plugin, it should be as polished as possible

Re: OctaneRender® for 3ds max® v2.04

Posted: Sun Jul 27, 2014 9:04 pm
by RobSteady
Karba wrote:Do you have any particular complains? Something doesn't work or lack of important features?
This: http://render.otoy.com/forum/viewtopic.php?f=27&t=40668

Hue & saturation node (!)

Real camera units ( focal length...)

Highlight compression (vray: reinhard color mapping, maxwell: burn value)

Texture map power is at 0.9 by default. Why not 1?

Proxy system / xref support

More Procedural maps

MultiTexture support. http://www.cg-source.com/multitexture.php

( MightyTiles or Vizpark Walls & Tiles support )

What about this?
"Out-of-core rendering – Scenes that don’t fit into graphics memory will be supported through out
of core rendering, storing currently unused source data in host memory while swapping it into
graphics memory when required."


... more on the list from GabrieleFX

.

Re: OctaneRender® for 3ds max® v2.04

Posted: Sun Jul 27, 2014 9:26 pm
by kevinshane
- anyway here's a definite crash bug on max 2015 - when adding/removing UVW map modifier, while octane preview window is active, and set as movable proxy and with a material added - and there's one modifier like chamfer under that - crashes max - on a clean scene..
- this happened when I added uvw map, and now when I removed it - buggy bug bug
Same here...but looks like it's a random crash(altho I am working under max2013-2014)

again,have to go back to the old fasion 1.2!! even in 1.5, it's pretty damn slow viewport performance than in 1.2! IMHO, right now 1.2 is still the best option to arch/interior viz!

but please ...fix the object motion blur first~~..please..pretty please :( :(

Re: OctaneRender® for 3ds max® v2.04

Posted: Mon Jul 28, 2014 4:16 am
by j7th
lixai wrote:I just think you need help, you said it yourself that you don't have enough time for all the requests.

"lack of important features" ? - don't even get me started on this one, gabrielfx has a long list of those in a thread that i agree with.
We need speed improvements, but i guess this is not max plugin problem, but standalone core problem.
Right now i am working on an interior scene with Corona because on one older CPU (3770k) it's faster to render that on TWO TITANS, and it looks more real.
pt_8min.jpg
corona_8min.jpg
8 minutes on both renders, both using portals, both using sun and sky in the same position, same camera, both using displacement on the outside bricks.
Corona doesn't burn the highlights (octane needs the highlights compression feature)
octane's blue tint on default material is too strong.
octane doesn't have real glass proprietes on material (no fake shadows, it's an unbias render after all)
octane needs some artists in the team, because otoy doesn't listen users on the forum.
octane needs gamma correct workflow, right now is just guessing.
octane needs a more advanced material converter (the one that it uses now is from the beginning of max plugin, many of the textures are just left unconnected to anything when converting a vray material for example)
Fix these for now.
Thanks.
Other renderers does not allowed here.

Re: OctaneRender® for 3ds max® v2.04

Posted: Mon Jul 28, 2014 10:15 am
by criko3d
Karba where can i send you a scene test so you can look, now Octane doesnt want to render...