OctaneRender® for 3ds max® v4.00-RC4 - 6.07 [OBSOLETE]

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kcpr-raffaEl
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mbetke wrote:The checkboxes are greyed out there for object properties. So I can't change this.
Do you have light or polygon with emissive texture?

In light - there is option "visible in specular"

In texture - it's in emmisive texture properties.
clicky
Licensed Customer
Posts: 4
Joined: Thu Sep 21, 2017 1:20 pm

paride4331 wrote:
coilbook wrote:There is a bug with GPU failures.
If I have 2 3ds max windows opened and one is done rendering then I steal slaves for the other max scene to render I get GPU failure during denoising. I guess denosiing GPU gets clogged from the first 3ds max rendering and there is not enough memory for the second. PC must be restarted
denoiserThread2 : Not enough free memory to run the denoiser. Required memory 475501728.00 MB

Thanks
Hi coilbook,
this issue should be fixed in RC 6 SDK
Regards
Paride
Any workaround for this? We are having this problem even after restarting the pc

Denoiser is a life-saver
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paride4331
Octane Guru
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Joined: Fri Sep 18, 2015 7:19 am

Hi clicky,
Export to SA SDK RC6.
Regards
Paride.
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Hi Octane always had this problem since version 2. When water plane touches shore there is a white line where two planes intersect.
Attachments
shore.jpg
HHbomb
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Do you have alpha channel checked ?
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
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justix
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I never had such issue with the Denoiser so far as it now produce Fireflies, if this has been already addressed for the forthcoming update ( RC 5 ) please disregard , I exported the scene on the standalone ( RC 5 ) and had no issue as such....
firefly.jpg
Win 7 64 | 2 X MSI AERO GtX 1070| Intel I7-6850K| 32 GB DDR4 RAM | Asus X99 II-A
coilbook
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Joined: Mon Mar 24, 2014 2:27 pm

HHbomb wrote:Do you have alpha channel checked ?
Hi Yes
it seems that when a water plane (specular material) intersects terrain I always get this white outline.
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Hi Paride
here is the scene.
There are 2 problems

1.You can clearly see white line where water and terrain touch each other.

2. If you xref object the cube in the scene called BOX LAKE max will crash because of octane texture. Not sure why.

Thanks
Attachments
xref crash white line bug.zip
(14.69 MiB) Downloaded 248 times
line.jpg
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paride4331
Octane Guru
Posts: 3808
Joined: Fri Sep 18, 2015 7:19 am

coilbook wrote:Hi Paride
here is the scene.
There are 2 problems

1.You can clearly see white line where water and terrain touch each other.

2. If you xref object the cube in the scene called BOX LAKE max will crash because of octane texture. Not sure why.

Thanks
Hi coilbook,

1 adjusting ray epslyon, but your scene is 38Km x 38Km and you are making a close-up camera render, you could work with two different scenes.
2 I suppose your Xref uses Octane 2.x material, so you should check 1.9 conversion system (Render Setup > tools) or check "disable XREF Material Converison" (Octane Global Preference > Prev. Versions).
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

paride4331 wrote:
coilbook wrote:Hi Paride
here is the scene.
There are 2 problems

1.You can clearly see white line where water and terrain touch each other.

2. If you xref object the cube in the scene called BOX LAKE max will crash because of octane texture. Not sure why.

Thanks
Hi coilbook,

1 adjusting ray epslyon, but your scene is 38Km x 38Km and you are making a close-up camera render, you could work with two different scenes.
2 I suppose your Xref uses Octane 2.x material, so you should check 1.9 conversion system (Render Setup > tools) or check "disable XREF Material Converison" (Octane Global Preference > Prev. Versions).
Regards
Paride
Thank you.
I hope otoy will get rid of this limitation with ray epsilon. I am not sure I've ever seen other renderers where you have to mess with ray epsilon and have two separate scenes for close up and a full scene view
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