OctaneRender® for 3ds max® v4.00-XB4 - 6.04 [OBSOLETE]

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HHbomb
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I can confirm that uncheck "Use Obj render settings" boost speed of processing when having a lot of simple objects, but hope u can find the max plugin slowdown for loading heavy meshes as when you have loads of different trees and bushes processing stay too long.
Thanks.
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ramone163
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Posts: 253
Joined: Tue Aug 28, 2012 5:12 pm

neonZorglub wrote:The slow scene evaluation with many objects mainly comes from the 'Use obj render settings' option in the Kernel settings.
I did a test with a scene with 5500 cubes. The evaluation time was :
105.80 sec when turned on
1.06 sec when turned off !

This option allows to get a correct mesh from all the potential modifiers attached to the object and other settings.., but might not be needed in most cases..
I'm investigating the best way to fix this issue in a generic way, probably by moving this option on a per object basis, in the octane object properties..

Another option, the Refresh time (ms) that was recently set to 0 by default can slow down a little bit the evaluation step, and the rendering with many objects when using the viewport..
You could increase it to 10 ~ 30 ms when working with such scenes, at the cost of a less interactive viewport
Thank you for finding out where was the bug. Hope you find a good solution how to fix it.

But still an open question:
Why fstorm use 4.5 Gb of RAM for 68 mil polygons and Octane 6.3 for 26 mil polygons.
I cant render even 40 mil of polygons with my 1080 Ti in Octane+3ds max. 3dsMax just crash.
GPU: 980+1080+1080Ti; 3ds max;
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HHbomb
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I have an another problem.
With XB3 6.01 I can render my scene very fast and I'm very happy.
With XB4 6.03 my render is very slow and I even can't go to denoising phase as it is too long.
( I test in XB3 6.03 and I have the same problem ) perhaps 6.03 is a wrong number ?

EDIT : after remerging all scene in a new fresh file, all is back and octane works as expected ( ???? )
Attachments
XB4 pb.jpg
Last edited by HHbomb on Fri Aug 10, 2018 9:10 am, edited 1 time in total.
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SergKlyosov
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Posts: 126
Joined: Wed Mar 01, 2017 9:33 am

neonZorglub,

Also can we have working image tiles in the next release?
UDIM is massive improvement which I've been asking for a long time
Win 10 64 | RTX 3090 | i9 9980XE | 64GB RAM
J.C
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Posts: 1850
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

In Standalone scene with 36 mln triangles compiles 16 sec on XB4, 4,6GB memory is taken.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
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coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

why cannot i open even viewport with octane 4? is it a bug I just have one box and one light
Attachments
bug octane.jpg
bug.zip
(33.05 KiB) Downloaded 228 times
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

1. xb4 is not opening at all octane viewport

octane 3 scene opening 51 sec

xb3 scene opening is 24 seconds with Use obj render settings off

it has 15 mil polys with phoenix ocean mesh i really thought it would open quicker than 24 seconds. Could you guys add phoenix when you test your scene evaluations?
Thanks


2. I also have another scene with 1549 objects in it and total just 6.4 million polys. Even with Use obj render settings off it takes 1 min for scene evaluation.



REQUEST
Please add an option to include denoised beauty into beauty pass. Like a checkbox so we wont have to deal with render elements and just have a final denoised image for animations

UPDATE:
I guess there is a button "save the denoised beauty instead of the main beauty pass" Where is it?[/b]
Attachments
scene eval.jpg
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paride4331
Octane Guru
Posts: 3808
Joined: Fri Sep 18, 2015 7:19 am

coilbook wrote:why cannot i open even viewport with octane 4? is it a bug I just have one box and one light
My octane viewport works using your file.
Regards
Paride
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coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

paride4331 wrote:
coilbook wrote:why cannot i open even viewport with octane 4? is it a bug I just have one box and one light
My octane viewport works using your file.
Regards
Paride
Hi Paride, where is "save the denoised beauty instead of the main beauty pass" located?

It seems that XB4 opens way slower than XB3 like 5 times slower

Thanks
SergKlyosov
Licensed Customer
Posts: 126
Joined: Wed Mar 01, 2017 9:33 am

clicky wrote:Trying to set some scene in V4, because in V3 its not possible because of the out of core limit.
Its a pretty large scene with about 25 UDIMs and displacements and such

After a while I ran into this error:
Render failure in Viewport Rendering: GPU Failure
this is from the log:
Tried to access attribute via invalid ID A_OUT_OF_CORE_TEX_VRAM_LIMIT
Tried to access attribute via invalid ID A_OUT_OF_CORE_GEO_VRAM_LIMIT

Seems like there still is some out of core limit, or not?

screenshot in attachment, anyone know what this may be?
Facing the same issue. I opened an old scene which run on V3 fine and tried to render it with this release.
In V4 I was prompted that system ran out of memory, so I tried to use Out of Core feature and received same GPU failure and octane log errors
Cause of that some of my textures are rendering completely black
Attachments
Out_Of_Core.jpg
Win 10 64 | RTX 3090 | i9 9980XE | 64GB RAM
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