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Re: OctaneRender® for 3ds max® v4.00-RC4 - 6.07 [TEST]
Posted: Thu Oct 11, 2018 2:39 pm
by kcpr-raffaEl
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.
Re: OctaneRender® for 3ds max® v4.00-RC4 - 6.07 [TEST]
Posted: Sun Oct 14, 2018 3:48 pm
by clicky
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
Re: OctaneRender® for 3ds max® v4.00-RC4 - 6.07 [TEST]
Posted: Mon Oct 15, 2018 8:31 am
by paride4331
Hi clicky,
Export to SA SDK RC6.
Regards
Paride.
Re: OctaneRender® for 3ds max® v4.00-RC4 - 6.07 [TEST]
Posted: Tue Oct 16, 2018 4:37 pm
by coilbook
Hi Octane always had this problem since version 2. When water plane touches shore there is a white line where two planes intersect.
Re: OctaneRender® for 3ds max® v4.00-RC4 - 6.07 [TEST]
Posted: Tue Oct 16, 2018 5:21 pm
by HHbomb
Do you have alpha channel checked ?
Re: OctaneRender® for 3ds max® v4.00-RC4 - 6.07 [TEST]
Posted: Tue Oct 16, 2018 7:00 pm
by justix
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....
Re: OctaneRender® for 3ds max® v4.00-RC4 - 6.07 [TEST]
Posted: Tue Oct 16, 2018 11:28 pm
by coilbook
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.
Re: OctaneRender® for 3ds max® v4.00-RC4 - 6.07 [TEST]
Posted: Wed Oct 17, 2018 12:11 am
by coilbook
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
Re: OctaneRender® for 3ds max® v4.00-RC4 - 6.07 [TEST]
Posted: Wed Oct 17, 2018 9:41 am
by paride4331
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
Re: OctaneRender® for 3ds max® v4.00-RC4 - 6.07 [TEST]
Posted: Wed Oct 17, 2018 2:20 pm
by coilbook
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