OctaneRender® for 3ds max® v3.06 - 4.33 [OBSOLETE]

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coilbook
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Joined: Mon Mar 24, 2014 2:27 pm

paride4331 wrote:@voltaire585
I tested the converter, but it all seems to work properly without xrefs.
Unfortunately I do not have a combo scene with xrefs and old materials to test it
Could you share your scene (in pm) please?
Regards
Paride

Hi Paride
Can i get any input on rendering fuel in Phoenix 3. Will it be possible in a future releases?
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paride4331
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Hi coilbook,
I hope it will be, I think it's about adding a wsm to that. I'll ask the developers.
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Paride
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Elvissuperstar007
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Someone a normal VIDEO !!!tutorial lesson can create ?
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coilbook
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paride4331 wrote:Hi coilbook,
I hope it will be, I think it's about adding a wsm to that. I'll ask the developers.
Regards
Paride

Thank you!
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Goldisart
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360 camera not work
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2017-05-12_12-59-23.jpg
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mbetke
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I noticed and reported too. You can check "keep upright" to fix it.
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Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
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Goldisart
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спасибо !!!
darkline
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Hi Parade.

Thanks for the reply on camera map, but you didnt answer the question why checking/unchecking the motion blur box in render settings with the viewport open now takes minutes for the computer to become responsive again. Everything hangs when you unckeck it, like it's maybe reloading everything back into VRAM again?

Also here are some big problems with motion blur you might be able to help or report as an issue :

I have a base object of a head, and I've created some meshed fur as a separate object on top. The fur is linked to the object underneath so they act as 1 during animation (no deformation, just transform and rotate). I often get cases where the motion blur of the fur 'lags' behind that of the head, sometimes coming to rest several frames after the head does - it create a weird effect. Turning the motion blur steps up reduces this effect but does not eliminate it.

However, yesterday I ran into an even bigger issue. The motion blur here now seems to happen infront of the object, before it's moved into position. Instead of behind it. This is simpy a piece of fur linked to the underlying geometry.
motion blur example.jpg

You can see below that sometimes the fur object takes a completely different position to the base object when motion blur is activated - even though they are linked and should be in exactly the same space.
blur off.jpg
blur on.jpg
The problem is I can't always reliably reproduce this issue. It's intermittent - sometimes this renders ok, or acceptable enough you can't notice it, others exhibit these problems. Both the head and the linked fur have the same motion blur substeps so they should receive identical motion blur properties.

Would appreciate any help as this is a really big issue for me.
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
darkline
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Forgot to mention that the base object had a displacement map on it, so here it is without. I think it shows the problem clearer. It almost looks like the base object has no motion blur at all or is receiving different motion blur parameters to the fur, but the settings of each are identical as controlled in the octane properties window in the last post.

Also I gave both objects the same material in case that was causing a problem with the blur - but again you can see it has no effect.
blur probs.jpg
Here's why it's so difficult to diagnose. I rebooted max and rendered again and now you can see there is some motion blur on the head too - but not as much as the fur. Here it is with substeps of 5 and 3. Fur object is clearly still infront of the base object
blur steps 5.JPG
blur steps 3.JPG
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
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acc24ex
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something strange happening with movable proxy on lights - when I disables the movable proxy on lights the whole scene doubled on the light intensity - it seems like it maybe left two copies of each light..
- I restarted the render, and refreshed.. nothing helped until I turned movable proxy again ..

- could someone check as well

..also when saving specular material with alpha - .png is OK, .exr gives some extra shadings which don't look like they should be there - anyway it differs in some way
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