OctaneRender® for 3ds max® v4.00 - 6.10 [OBSOLETE]

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Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
neonZorglub
OctaneRender Team
Posts: 1005
Joined: Sun Jul 31, 2016 10:08 pm

SergKlyosov wrote:Hi neonZorglub

For image tiles node there is no compression options available. Once again, this feature exists in Standalone
Hi SergKlyosov,
Thanks for letting us know.
This will be fixed in the next version.
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

When will we see two or more different volume textures in one phoenix grid? (phoenix supports RGB mixing)
For instance, mixing liquids of two different colors or two different smoke colors in one grid. Will it happen or only vray can do it? Octane is pretty bad at two or move overlapping grids. Maybe we can finally get RGB support

In the image attached I need black diesel smoke mixing with white ire smoke. How can I do it?
Thanks
Attachments
ddddddd.jpg
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mbetke
Licensed Customer
Posts: 1293
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
Contact:

Hi mbetke,
When creating a new object, the 'movable proxy' is set as the last object that was edited in the properties.
This avoids to have to set / unset this for each object, while creating many objects.
This behavior can be turned off in Global settings / Main settings / : 'Re-use last properties for new nodes'
(the default will be movable proxy: off for each new object)
Thanks
Thanks. I already wondered why sometimes models have a flag a movable proxy and sometimes not.
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Chug
Licensed Customer
Posts: 11
Joined: Wed Jun 17, 2015 3:32 pm

Just to be sure...
When it is said that bugs found in Octane 4.0 and 3DS max plug-in 6.10 will be fixed in the "next version", does that mean that all 4.0 6.10 owners will get it or only people having subscribed to the all-access monthly payment ?
neonZorglub
OctaneRender Team
Posts: 1005
Joined: Sun Jul 31, 2016 10:08 pm

Chug wrote:Just to be sure...
When it is said that bugs found in Octane 4.0 and 3DS max plug-in 6.10 will be fixed in the "next version", does that mean that all 4.0 6.10 owners will get it or only people having subscribed to the all-access monthly payment ?
Hi Chug,
Sorry, for the 'next version' I mentioned, I meant the next release of the plugin, with no change in the license, so no worries.
It will still be using octane 4.0, and will have a version named like 4.0 - 6.11 or 4.01 - 6.11
WhaleHunter
Licensed Customer
Posts: 61
Joined: Wed May 14, 2014 8:49 am

Hi neonZorglub,

Bug:

Octane Mix material with xref octane materials as inputs = max crash

as soon as you hook up the 1st xref material into the mix input slot, max crashes.

Thanks,
N.
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nildoe
Licensed Customer
Posts: 464
Joined: Wed Sep 14, 2011 9:03 am
Location: Maputo-Mozambique
Contact:

Ornatrix Hair is not being hidden, but it is hidden in explorer, viewport.

Also is there a way to speed up material editor? everytime i want to edit some material (doing my best to keep using only uber material now in my my scenes), it takes ages to get to said materials! :(

Latest Octane plugin

Nildo
Attachments
Hair.jpg
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!

MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

does vertex paint even work with octane? Thanks
neonZorglub
OctaneRender Team
Posts: 1005
Joined: Sun Jul 31, 2016 10:08 pm

WhaleHunter wrote:Hi neonZorglub,

Bug:

Octane Mix material with xref octane materials as inputs = max crash

as soon as you hook up the 1st xref material into the mix input slot, max crashes.

Thanks,
N.
Hi WhaleHunter,
Thanks for reporting. This will be fixed in the next release.
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mbetke
Licensed Customer
Posts: 1293
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
Contact:

The little button which makes the render fit to the screen doesn't work.
It just keeps on entered production resolution and shows part of the rendering in 1:1.
Attachments
Fit-to-screen.jpg
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Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
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