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Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Mon Jul 23, 2012 9:27 am
by Karba
jan kudelasek wrote:Hi Karba,
If you want a will send you whole scene
Jan
Yes, please

[email protected]

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Mon Jul 23, 2012 12:48 pm
by acc24ex
any tips on how to optimize 3dmax viewport, even if instances are set as box (under objec properties), still 8 milion polys, this seems to be a major challenge now, since octane render window now outperforms 3dmax nitrous viewport - nice going autodesk, the nitrous is supposed to handle a lot more polycount than before - still I found out you can do serious gpu rendering in nitrous with max 2013, and PowerPreview: High Quality Nitrous Previews, you can add vignettin and DOF by using mentalray camera and standard materials - this is a cool workflow since you can quickly switch to octane via convert materials.. offcourse it uses direclighting no GI, but it "renders" a hi quality preview viewport in a few seconds - still it will have the same issue with polycount, slow viewport update..

tried the aec extended objects, and their trees shows no polygon change, when making thousand of instances - like it keeps it in the memory, but the viewport still slowed down considerably

Karba, I guess you should implement into octane properties, something like show placeholder for the object, or something that optimizes the viewport - maybe showing vertex only, or showing 1 central point instead of a box, or whatever vray proxy or mentalray proxy uses.. i have 24 gigs of ram and still it's a real pain
I guess this is where the quadro gpus come to play..

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Mon Jul 23, 2012 2:35 pm
by adriano.ol
Is it possible to use particles as instance by now?
How to set it up?

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Mon Jul 23, 2012 4:38 pm
by GR1F1TH
adriano.ol wrote:Is it possible to use particles as instance by now?
How to set it up?
Maybe by setting the referenced geometry as a Octane instance will work. Can't test it out though pretty busy this week out of my office. If it does there may be a big issue with performance as stated that individual items should not be instanced ex. Instancing a tree is faster than Instancing each leaf on the tree.

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Mon Jul 23, 2012 5:19 pm
by justix
actually this is quite fun...

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Mon Jul 23, 2012 9:23 pm
by Karba
petermax wrote:I set up a scene it loads ok without movable objects, but there's no change between frames. So if I load frame 5 it looks like frame 0. This used to work ok in the previous version.

Now if I change all items to moveable objects that MUST move (about 15 or so) it opens the view port after a few minutes (used to take less than a minute) keeps loading the scene for about 10 mins and then exhausts all 16GB of Ram and crashes Max?? Does this sound right?
Fixed, wait for a enw release

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Tue Jul 24, 2012 12:18 am
by acc24ex
Just noticed a bit of a flaw, or something to be careful with, when having the octane window open, and choosing a free available card, 3dsmax 2012 running on one of the 590 cores, and assigned to render on a 590 core - and the viewport has a hi poly count, it slows down the max viewport by half

PMC is best for slow viewport update, and also bumped the refresh time to 10 000

and the octane viewport is usually open when browsing for a shot - I guess we have to be carefull with that, but it's a bit of a pain in the ass..
it seems the octane viewport is affecting the 3ds max viewport no matter where it was assigned to render..
..apart from the fact all of my 3ds max versions on different computers have one thing in common - if you overwork it, max just start to slow down and there is no recovery until a complete reset -
it gets painful even in bounding box mode with nothing running when there is over 500 mil polys.. zbrush would eat that for breakfast

..
current workflow with instancing, (for reference), set as box under object properties, object paint on graphite modelling tools > move foliage to a new layer, and select/unselect show as box from the whole layer - (for quick previews and hiding/freezing), PMC > ON, refresh time to 1 or 10k..
this needs some organising
any tips on optimising the viewport speeds in max in general

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Tue Jul 24, 2012 8:23 am
by RayTracey
A short video showing real-time animation with the Max plug-in in a simple scene (1080p):


Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Tue Jul 24, 2012 12:14 pm
by nildoe
Hi Karba / Raytracey

is there any chance that Xmesh from thinkbox or supermesher from boomerlabs get supported for realtime animation?

Nildo

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]

Posted: Tue Jul 24, 2012 3:00 pm
by acc24ex
RayTracey wrote:A short video showing real-time animation with the Max plug-in in a simple scene (1080p):

NICE!

I tried doing that with maxfx or physX plugin, and it also works realtime :) - OK now this could prove a base for something like a gaming engine, that would be too cool, it's a matter of GPU power now only, unbiased gaming engine..

Also switch to a box preview or wireframe, it might update the octane window faster, the max viewport updates slower with octane viewport open

just in case, to have a good preview in 3dmax viewport assign some standard maps with standard shadows (or Viewport configuration > illuminate with default lights) .. it won't affect the render output anyway

Karba maybe you can use the standard lights to illuminate the max viewport, like assign a standard light (with hidden geometry) at the same spot where the octane light is, something basic at least just for the viewport, I found myself optimising the standard lights quite often just for that purpose..