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Re: OctaneRender® for 3ds max® v2.20
Posted: Sun Feb 08, 2015 2:02 pm
by nikostap
In a displacement map not work invert map rgb image.And mix texture too.
Re: OctaneRender® for 3ds max® v2.20
Posted: Sun Feb 08, 2015 6:37 pm
by gabrielefx
Hi Karba,
sorry, I was blind.
Stereoscopic camera is enabled. I thought it was an helper.
thank you
Re: OctaneRender® for 3ds max® v2.20
Posted: Sun Feb 08, 2015 6:41 pm
by gabrielefx
Hi Karba,
If I press Show error log I read:
"can't read bool from static pin "unknown"....
tried to access pin via an invalid IP P_UNKNOWN
I never pressed this button.
is it normal?
regards
Re: OctaneRender® for 3ds max® v2.20
Posted: Tue Feb 10, 2015 10:09 pm
by buggy
I notice that if I am using the Octane Render Viewport (instead of rendering), when the maximum samples has been reached, the temperatures on my cards goes down a little, but not all the way down to where it would be if I close the render viewport. It appears that Octane isn't releasing all the resources that it could when rendering stops. It's not a big deal, but it would help keep my cards cool (one consistently goes up to 80/81 deg. F during rendering), if Octane didn't think it was still rendering when it hits the max samples. I typically do a lot of tweaking to a scene to get the look I want, and with the cards idling between tweaks it would save energy and keep the cards cooler if Octane would recognize that it has finished the render and disengage.
Re: OctaneRender® for 3ds max® v2.20
Posted: Tue Feb 10, 2015 10:13 pm
by Dom74
buggy wrote:I notice that if I am using the Octane Render Viewport (instead of rendering), when the maximum samples has been reached, the temperatures on my cards goes down a little, but not all the way down to where it would be if I close the render viewport. It appears that Octane isn't releasing all the resources that it could when rendering stops. It's not a big deal, but it would help keep my cards cool (one consistently goes up to 80/81 deg. F during rendering), if Octane didn't think it was still rendering when it hits the max samples. I typically do a lot of tweaking to a scene to get the look I want, and with the cards idling between tweaks it would save energy and keep the cards cooler if Octane would recognize that it has finished the render and disengage.
+1
same behavior when viewport is paused, it will be nice to completely release the power
Re: OctaneRender® for 3ds max® v2.20
Posted: Wed Feb 11, 2015 7:53 am
by Goldisart
We need to solve the problem with textures
UVWs Edi.!!!!!!!
I would say thanks to the developers - Octan render - pack for the last 6 months - please!!!! thank you !!!
And really need to make PASS - sampl/pix EDITOR on render elements - that would set the number of PASS sampl/pix
Re: OctaneRender® for 3ds max® v2.20
Posted: Wed Feb 11, 2015 7:56 am
by Goldisart
also not working very necessary tool vertex paint
he loses the texture when compiling Material converter
Re: OctaneRender® for 3ds max® v2.20
Posted: Wed Feb 11, 2015 1:18 pm
by suvakas
Dom74 wrote:
+1
same behavior when viewport is paused, it will be nice to completely release the power
Couldn't that be related to the fact, that Octane view has to remain interactive?
I'm sure you don't want it to reload the entire thing to GPU again when you interact with the scene.
Suv
Re: OctaneRender® for 3ds max® v2.20
Posted: Wed Feb 11, 2015 2:08 pm
by Dom74
You're right, but maybe there is a way to release power without clearing everything in memory, I hope.
Re: OctaneRender® for 3ds max® v2.20
Posted: Fri Feb 13, 2015 1:37 pm
by Dom74
After further investigation, it seems the power is well released (when I look at Afterburner monitor), but the core frequency is not going completely down, and power consumption too.
I hope Karba can have a look at that.