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Re: OctaneRender® for 3ds max® v2.21.1

Posted: Tue Mar 03, 2015 12:46 pm
by acc24ex
material converter.. tried some of the laubwerks plants, which you can download the player plugin and plants free, and it gives out 1000 multi/sub material, and wrongly assigned opacity textures (or settings) - this would prove useful to solve since it is connected to forest pack library as well..

- also the conversion took like a minute for just one small tree.. a few times longer than on 2.2 kernel

..on 2.2 I started getting some serious bugs, materials had wrongly displayed textured, 2.21this seemed to fixed it
- but there is something wrong with displacements, tends to freeze the viewport with render failed - only this version at least doesn't crash max

- edit, after some fiddling, like connecting/reconnecting, displacement works out except for the one I've attached earlier, the specific object and displacement map breaks it and requires max restart.. I'd say there are some worthwile upgrades in this version, doesn't crash max where it crashed it before..
but material convert should be addressed some more, at least for those ready available plugins

- just this particular shape keeps on crashing it.. cannot beleive the problem it is not the shader, the geometry, even after changing it to edit poly and removing all modifiers.. incredible, as it was working the whole time, unitil I clicked material conversion, I think

error messages
This source doesn't contain any primitives!
CUDA error 999 on device 3: An unknown internal error occurred.
-> kernel execution failed (dl)
device 3: direct lighting failed
CUDA error 999 on device 3: An unknown internal error occurred.
-> failed to deallocate device memory

.. cannot wrap my mind around it..

- karba can you at least make something like a "reset kernel" button, so I don't have to continually shut down and restart max to find out what the bug is..

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Tue Mar 03, 2015 2:55 pm
by matttrebor
Thinking Particles and Frost supports would still be very nice.

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Tue Mar 03, 2015 6:08 pm
by acc24ex
also this continually annoying thing - when the octane viewport is paused, the 3d max viewports still get a serious slowdown, even though I am working on a dedicated GPU

edit..OK figured out this one, I need to click on lock update as well as pause - since it seems to update the scene if you drag instances/proxies - karba, how about implementing the lock update when pause is pressed
- I don't see if there would be any issues since the post effects update even though lock is activated..

.. anyway the annoying thing can be sort of deactivated that way

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Wed Mar 04, 2015 2:09 pm
by DIO
acc24ex wrote:also this continually annoying thing - when the octane viewport is paused, the 3d max viewports still get a serious slowdown, even though I am working on a dedicated GPU

edit..OK figured out this one, I need to click on lock update as well as pause - since it seems to update the scene if you drag instances/proxies - karba, how about implementing the lock update when pause is pressed
- I don't see if there would be any issues since the post effects update even though lock is activated..

.. anyway the annoying thing can be sort of deactivated that way
+1
Yes, this makes working with scenes with a lot of different objects pretty slow. Please change this.

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Thu Mar 05, 2015 6:00 pm
by remKa
Hi ! First of all, thx Karba for the good work !

There are two things though :

- I don't find shadow pass in render elements
- I can't render an animation of a .bin sequence (from realflow), it renders the same frame over and over (same protocol but no issues with vray)

Thank you in advance !

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Thu Mar 05, 2015 6:40 pm
by mikinik
remKa, he knows about it for long time (
Try to render realflow stiched alembic file. So it get. Nor any motion blur will not.

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Sat Mar 07, 2015 12:34 pm
by rogerteddy
When do we get a Matte for Glossy Materials???? And a Reflection maximum distance blend...

best

rog!

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Sun Mar 08, 2015 5:45 pm
by acc24ex
polygon side seems to be wrongly interpreted in the material converter as a mix material, instead of it being applied as a mix texture, just discovered that one..
.

edit, actually it is supposed to work like that, earlier i tried the mix material vs mix texture, and the mix material didn't work, maybe it is suppsed to have a rgb texture instead of rgb colour.. anyway, that is ok, but it still wants to turn to glossy to specular materials..

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Sun Mar 08, 2015 9:27 pm
by viliam
Hi
First of all, thank you for great work with octane render.

Im rendering with 2x GTX Titan Black with latest drivers installed.

I have a problem with the version 2.21.1 - the system is freezing and crashing while i am rendering with octane render.
Even after computer restart the second card is not recognized sometimes.
All problems started when i installed the third video card to the computer.

After i reinstalled the octane render to the older version 2.04 there is not a problem anymore.
Only problem is that the exposure and shaders look different on the final image.

I would like to use the newest release of Octane render because my latest projects are created in version 2.21.1

Do you have any advice how to solve this problem ?

Thank you

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Tue Mar 10, 2015 9:20 am
by matttrebor
I don't know if it's a bug or a release's limit, but displacement can only use UVW channel #1.
And when displacement is used on a material, other UVW channels than 1# can't be used on diffuse, specular...
In this case, a kind of avergage color replaces the input.