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Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [TEST]

Posted: Tue Sep 29, 2015 8:09 am
by Goldisart
either default to enter in the direct - all glass fake shadow ;)

still in the direct rendering of the passage through the glass are all doing fakie shadow

but I don't insist on it - I'm just saying what I encountered when converting

oguzbir - the script :) I know how to run

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And one more thing.... Not quite correct is the conversion of the Vray materials . It would be nice if someone started a conversion and thus it was possible to work with large libraries of 3D models already created for Vray

Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [TEST]

Posted: Wed Sep 30, 2015 8:32 pm
by oguzbir
Bug report (sort of)

After a render is closed or ended in given max samples.
Even when using octane viewport and Octane viewport is closed.

GPU's tend to continue allocating the memory that processes during render,
even when the Octane Viewport or Max Render is closed or ended.
To end the memory allocation you have to deselect gpu devices and hit apply.

FYI
See attached image
ScreenShot_000063.jpg

Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [TEST]

Posted: Thu Oct 01, 2015 1:08 am
by coilbook
oguzbir wrote:Bug report (sort of)

After a render is closed or ended in given max samples.
Even when using octane viewport and Octane viewport is closed.

GPU's tend to continue allocating the memory that processes during render,
even when the Octane Viewport or Max Render is closed or ended.
To end the memory allocation you have to deselect gpu devices and hit apply.

FYI
See attached image
ScreenShot_000063.jpg
same here. I have to restart computer to drop gpu clocks

Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [TEST]

Posted: Thu Oct 01, 2015 7:05 am
by Goldisart
I would like to see the function of light distribution in the light sources

control of the light distribution is only in black body material - why would this feature not be included at least in IES

Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [TEST]

Posted: Thu Oct 01, 2015 12:03 pm
by darkline
2 more problems :

a)Motion blur duration value appears to have no affect on the motion blur.

b) 'receive shadows' has no effect - at least on the matte objects I'm using.

I need the matte objects in my scene to obscure objects and shape the bounce light onto my render. But I need the matte objects to be shadow free.

This is essential for creating render passes - please can you take a look and fix?

thanks

Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [TEST]

Posted: Fri Oct 02, 2015 4:43 am
by 3dgeeks
darkline wrote:a)Motion blur duration value appears to have no affect on the motion blur.
You need to advance the play head one frame for the effect to take hold. An Octane anomaly.

Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [TEST]

Posted: Sat Oct 03, 2015 3:44 pm
by Elvissuperstar007
why there is no integration of these functions?
gradient is useless

Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [OBSOLETE]

Posted: Mon Oct 05, 2015 3:08 am
by JimStar
Next version HERE.