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Re: Octane 3 for 3ds max
Posted: Fri Apr 08, 2016 7:22 am
by Chug
JimStar wrote:nildoe
Currently Octane Engine is just an additional option in 3.0 alpha of 3ds Max plugin, you are not forced to use it. You can just ignore it and work as usual - using local GPUs and locally activated plugin/standalone licenses, if you don't have a use case for it.
Thanks a lot for that clarification ! As it seems that some of us need an explanation about the whole plug-in system on OR3, it might be useful to put some kind of an FAQ online to prevent people getting confused about it.
Re: Octane 3 for 3ds max
Posted: Fri Apr 08, 2016 9:38 am
by oguzbir
What's interesting for me would be able to use a mac and render the gpu's in the far corner of the room.
Since there is no max for mac. Case closed for me.
Thinking about having clients giving them an ipad in their hands. Let them watch the magic. Is nonsense for me.
I have too little customers giving me a visit.
Most of the things are over the internet u know.
One greatness for this is that if you have or planning to have larger office and you hook up 20 gpu's with the v3 limit. I think.
And let staff to make use of those gpu's. Where the gpu's are cooled in a seperate room.
thats nice thinking.
But this is not a magic feature for 3dsmax workflow is it? We allll have gpu's on our systems. How is that a major feature?
If you want to talk about features, speed up renders with IES lights,
implement denoiser asap
have the displacement work better way.
implement targeted IES lights with visual aid.
Make rounded edges work! for gpu's sake. make it work concave and concave also with separate objects.
implement railclone instancing engine.
Add max a feature to list the fricking lights.
add more support for max major external plugins
Add triplanar texture mapping.
I dont know do stuff that matters.
I'll never understand Otoy's approach on thing.
You guys know what will they say when we ask these. There is a major codebase change coming along with say v3.1. We need to address this first.
Re: Octane 3 for 3ds max
Posted: Fri Apr 08, 2016 10:24 am
by mark0spasic
oguzbir wrote:What's interesting for me would be able to use a mac and render the gpu's in the far corner of the room.
Since there is no max for mac. Case closed for me.
Thinking about having clients giving them an ipad in their hands. Let them watch the magic. Is nonsense for me.
I have too little customers giving me a visit.
Most of the things are over the internet u know.
One greatness for this is that if you have or planning to have larger office and you hook up 20 gpu's with the v3 limit. I think.
And let staff to make use of those gpu's. Where the gpu's are cooled in a seperate room.
thats nice thinking.
But this is not a magic feature for 3dsmax workflow is it? We allll have gpu's on our systems. How is that a major feature?
If you want to talk about features, speed up renders with IES lights,
implement denoiser asap
have the displacement work better way.
implement targeted IES lights with visual aid.
Make rounded edges work! for gpu's sake. make it work concave and concave also with separate objects.
implement railclone instancing engine.
Add max a feature to list the fricking lights.
add more support for max major external plugins
Add triplanar texture mapping.
I dont know do stuff that matters.
I'll never understand Otoy's approach on thing.
You guys know what will they say when we ask these. There is a major codebase change coming along with say v3.1. We need to address this first.
I couldn't agree more.
Re: Octane 3 for 3ds max
Posted: Fri Apr 08, 2016 10:26 am
by RobSteady
oguzbir wrote:What's interesting for me would be able to use a mac and render the gpu's in the far corner of the room.
Since there is no max for mac ...
... Thinking about having clients giving them an ipad in their hands. Let them watch the magic. Is nonsense for me.
I have too little customers giving me a visit.
But like I said, this can already be done with any remote control software.
Also for desktop-sharing; we use TeamViewer here all the time to arrange cameras materials etc with the client (with Octane running).
This all is going completely off-track...
Re: Octane 3 for 3ds max
Posted: Fri Apr 08, 2016 10:58 am
by Goldorak
Screen sharing is coming out for ORBX sever it was in our second GTC talk.
Re: Octane 3 for 3ds max
Posted: Fri Apr 08, 2016 12:07 pm
by oguzbir
RobSteady wrote:oguzbir wrote:What's interesting for me would be able to use a mac and render the gpu's in the far corner of the room.
Since there is no max for mac ...
... Thinking about having clients giving them an ipad in their hands. Let them watch the magic. Is nonsense for me.
I have too little customers giving me a visit.
But like I said, this can already be done with any remote control software.
Also for desktop-sharing; we use TeamViewer here all the time to arrange cameras materials etc with the client (with Octane running).
This all is going completely off-track...
I do use teamviewer here mate. Orbx screen sharing must have the greatest of them all. No questions there. We saw earlier demos.
To put it simple.
Who uses the feature say octane live viewport or any active shade renderer in order to show the customer work.
I'll answer that shortly. No one.
No one or any studio would want to make the client wait for a render to finish. Even with highest powered studio would like to have offline renders.
then add a little bit of photoshop then show the client.
Realtime octane viewport means a lot to us while working ( and is the very best live render view among all renderers)
But from client perspective it's just showing off. "Look Mr.G this the way we work we see it while we're working, we are living in it whilst working in it." the client says "woow" that's all about it really.
On the contrary when the client see the speed of octane in action.
You'd then will have to work a lot to persuade and tell them how and why you need more time to finish the renders.
This is a great feature for bigger companies, I see that.. But not directly a practical feature.
And I'm really torn and sorry. And I hate to see it presented like a major feature.
As years go by I started to understand that Otoy just thinks it's all ok to be able to port octane to plugins at a reasonable state.
Other than that all the developers start to work on the main project "film/movie rendering engine" having little less time to add features to plugins.
And it's just the developers see the pain in users and try to help as much as they can. if that issue is related to standalone, that issue goes down to the bottom or the list.
Re: Octane 3 for 3ds max
Posted: Fri Apr 08, 2016 12:13 pm
by RobSteady
I'm completely with you Oguz.
Just wanted to say that something similar is already possible and nobody asked for it.
What we all are asking (begging!) for are the features you just mentioned.
But it's clear now that the rocket took off months ago, destination: VR, UE4, Live Apps...
Sounds much more awesome than boring stuff like a light lister.
Re: Octane 3 for 3ds max
Posted: Fri Apr 08, 2016 12:54 pm
by Goldorak
RobSteady wrote:Goldorak wrote:Yes. Zero GPU means the GPU can be on another box over LAN, with no render GPU needed on the local machine running Max/Maya.
But you can do this already with any remote control software.
What's the difference in using TeamViewer for example? I can work perfectly from home with my iPad controlling my workstation in the office with Octane.
Or control another pc here in the office from my computer that runs Octane.
I don't get this feature. Is this the big secret thing everyone was working on so hard the last months?
Was this requested even once by any user? Is there any urgent need for this?
Not the same - you are taking about a live video stream of your desktop. But on your desktop there still needs to be a GPU to run Octane + Maya. But let's say you have MacPro with no CUDA GPUs (until we port CUDA to Metal). OE allows he Maya plugin to see any remote CUDA device over the local network and virtualize it efficiently as a stream so you can run Octane API entirely over a network, with the same efficiency as the old way using the c library plugin w/ local GPU
We have had more requests than any other to solve Apple dropping NVIDIA support on MacPro and newer machines.
Re: Octane 3 for 3ds max
Posted: Fri Apr 08, 2016 1:01 pm
by prodviz
Cool.
Would the Cuda pc have to be on the local network, or would it be possible with a remote pc?
Cheers
Re: Octane 3 for 3ds max
Posted: Fri Apr 08, 2016 1:22 pm
by oguzbir
Goldorak wrote:
We have had more requests than any other to solve Apple dropping NVIDIA support on MacPro and newer machines.
That is yet alone super good for studios having a large gpu cluster and people can use those from their low-end terminal.
Super neat. Very nice feature. Hats off for the effort put it.
But the point behind it does not refer to the max users. No Max for Mac. Other than using studio's cluster at the end of the room. But it also is a no-need feature for max, freelance or users with small companies.
I'm sure it super for studio using cross platform octane-plugin-used softwares. like maya
But as I know this by heart. Take maya for example, most of the companies do not use the mixed cross platform versions of the software they stick with PC-maya or linux-maya.
It would be very nice of you if you said. "Look, there is a super cool feature we've been thinking and it not for all of you to make use of it and that is for some studios mainly. But its super cool"
But we'll have to steal your plugin developer for it. So please expect no 3.0 alpha test version for max and or don't expect any feature updates will be made for 2.x version.
But instead you mentioned "major feature for starting with only max & maya"
No disrespect or anything. But It was just unfair.