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Re: OctaneRender® for 3ds max® v2.21.1
Posted: Tue Mar 10, 2015 3:42 pm
by mbetke
The UI response is so slow and sluggish! USusall when I psue the render all went back to full speed but with this release it is unusable.
I have to wait for 3-6 minutes to get a response. Complete windiws UI comes to a halt.
Really anoying...
Re: OctaneRender® for 3ds max® v2.21.1
Posted: Tue Mar 10, 2015 4:19 pm
by profbetis
If your computer becomes unresponsive and slow while the viewport is rendering, you may need to turn your primary GPU to 'Low Priority' in the Devices tab.
Re: OctaneRender® for 3ds max® v2.21.1
Posted: Tue Mar 10, 2015 5:04 pm
by mbetke
It is. I'm no new user.
I didn't change anything except updating to 2.21.1
Re: OctaneRender® for 3ds max® v2.21.1
Posted: Wed Mar 11, 2015 1:14 am
by Karba
Thank you for your feedbacks.
We will fix things as soon as we can. Jimstar will help me soon.
Re: OctaneRender® for 3ds max® v2.21.1
Posted: Wed Mar 11, 2015 8:41 am
by RobSteady
Karba wrote:Thank you for your feedbacks.
We will fix things as soon as we can. Jimstar will help me soon.
Karba, good to hear!
Please (please!) have a look at this request list:
viewtopic.php?f=82&t=45142
Re: OctaneRender® for 3ds max® v2.21.1
Posted: Wed Mar 11, 2015 11:22 am
by acc24ex
profbetis wrote:If your computer becomes unresponsive and slow while the viewport is rendering, you may need to turn your primary GPU to 'Low Priority' in the Devices tab.
I'm working on two 590gtxs connected to a networked 590 and 2x580gtx
one 590 has both cores disabled, since I'm using 3 monitors - and the other 590 has only one core enabled, because for some reason one core shows 1.3 gb of Vram and other 1.12 or something similar..
- still dragging instances while the viewport is active is impossible, with pause on, also, with a large scene one, I have pressed stop and lock hundreds of times this week for this same reason
- and the memory issue - what is going on there - one gpu on a 590gtx shows more memory than the other, and both are not connected to anything
- also, is this new limit of my gpu 1.3gb instead of 1.5gb - I'm telling ypu I am having a hard time fitting everything now, I turned on the out of core textures, but I don't see how much it helps..
- could it be possible to only use network rendering, and don't use local GPUs - I tried this, just so I can try and get a decent speed on the viewport - not caring that much for the performance, octane doesn't want to update if there is no local gpu activated - I guess this is a core programming issue
Re: OctaneRender® for 3ds max® v2.21.1
Posted: Fri Mar 13, 2015 1:51 pm
by oguzbir
mbetke wrote:The UI response is so slow and sluggish! USusall when I psue the render all went back to full speed but with this release it is unusable.
I have to wait for 3-6 minutes to get a response. Complete windiws UI comes to a halt.
Really anoying...
I'm sort of with you on this one.
My main card is a 680 not using for render & have two Titans dedicated to render.
I too experienced sluggish UI responsiveness while Octane viewport is on.
The fact is it gets noticed more in heavier scenes. With light weight scenes it's more like unnoticed..
There is now way I can prove that with evidence. Every scene we deal is subjective.
it's more like a hunch.
Re: OctaneRender® for 3ds max® v2.21.1
Posted: Fri Mar 13, 2015 2:30 pm
by oguzbir
Karba hi,
I'm having a problem with the Sky texture in Daylight.
If you happen to add an HDRI image to sky texture it works great.
Some hdri's are too bright. adjusting gamma or the power of the hdri images does the trick to lower hdri's brightness.
But if you happen to lower power value. The enviroment (that is reflected) turn to black.
It would be more meaningful if there was a blending spinner between Daylight sky and HDR(Sky Texture)
Additionally a checkbox to enable or disable that Sky texture would be great to help us instead of deleting and re-adding the sky texture. to see and decide whether or not we'll be using it.
I sort of report this as a bug IMO.
best,
Re: OctaneRender® for 3ds max® v2.21.1
Posted: Fri Mar 13, 2015 3:20 pm
by acc24ex
+1 at least for the adding of checkbox for the sky texture instead of clearing it, similar issues, would be great if it could be blended to the existing enviro
Re: OctaneRender® for 3ds max® v2.21.1
Posted: Sat Mar 14, 2015 6:06 pm
by acc24ex
opensubdiv question
- is it supposed to work like - uses less memory than turbosmooth on the gpu, doing the smoothing inside the gpu instead of sending it as subdivided geometry
- trying it right now, so it works the same way and uses the same amount of memory as turbosmooth
- is it implemented in max? - and is there a special way of accessing it?