OctaneRender™ 4 RC 2

A forum where development builds are posted for testing by the community.
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Renart
Licensed Customer
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Joined: Mon Jul 04, 2016 8:21 pm

Why not render them in different passes? One render for the background and one render for the character with environment visibility off. This is how we do usually...
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FrankPooleFloating
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Joined: Thu Nov 29, 2012 3:48 pm

^ True dat. Whenever anything comes up that is an oddity (and likely pretty rare), and can be fixed with something like render layers, its just so much easier to bang out that workaround and get on with your life.. imho. Prolly would have taken less time than the post. ;)
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haze
OctaneRender Team
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Joined: Sun Feb 08, 2015 8:57 pm

Ideally we would shift the ray epsilon to the geometry nodes, but that would come at a (possibly large) render performance cost. We'll look into it and see if there is another way.
coilbook
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Joined: Mon Mar 24, 2014 2:27 pm

Thanks all for all your help.
We just didn't want to deal with layers. . Maybe otoy will come up with something one day, for example, a custom ray epsilon value per object (in object properties) for just that one problematic object. I guess that's what you meant talking about shifting it to the geometry node?
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paride4331
Octane Guru
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Joined: Fri Sep 18, 2015 7:19 am

coilbook wrote:1. Please add an option where a final image sequence is a DENOISED BEAUTY only.

Currently we added denoised beauty in the render elements but we constantly have to delete beauty pass that is also saved during rendering


2. There is still a bug when expected exposure is set to like 1.5 and not 1, 2, 3, it is stuck for a while at 1 samples/s
Hi coilbook,
this option will be with next 3dsMax plugin release,
Regards
Paride
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Renart
Licensed Customer
Posts: 70
Joined: Mon Jul 04, 2016 8:21 pm

This build is great and the future looks very promising!

But one small thing really bother me sometimes, it's the gizmo tool not being properly screen based.
What I mean is, sometime in big scale, it becomes very painful to move object around and we have to drag the gizmo multiple time to get the object where we want. Like if the position of the mouse on the screen doesn't really represent how far a object will move. Also the scale option is very sensible sometimes and I end up with very high or very low values.

Any plan on improving that?

Thanks!
WIPEXPO
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Joined: Tue May 23, 2017 12:37 pm

Hi i have noticed denoiser does not affect shadows generated by shadow catcher (grainy) is that ment to be ?
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BorisGoreta
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Can't mix 980Ti and 1080 with the latest Nvidia drivers. Had to go back to 23.21.13.8871 and then it works.
coilbook
Licensed Customer
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Joined: Mon Mar 24, 2014 2:27 pm

empty scene uses 1.2 gb octane 3ds max
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vram usage.jpg
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haze
OctaneRender Team
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Joined: Sun Feb 08, 2015 8:57 pm

coilbook wrote:empty scene uses 1.2 gb octane 3ds max
What is your Parallel Samples setting? If mine is set to 1, then Octane uses 51.3MB for an empty scene. If I set it to the new max of 32, then it'll use roughly 32 times that ie around 1400MB. If you have enough VRAM, increasing parallel samples helps render speed. If you don't have a lot, then you should use 8 or 16.
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