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Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Thu Nov 29, 2018 8:18 am
by mbetke
Another bug I had several times with 6.10:
I have rendered window open, press save, after saving the UI flickers for several minutes. But not while saving the file. After saving is complete. I can't work on computer or switch windows during this anomaIy. Made a video.
https://youtu.be/dQjYPgpB-EY
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Thu Nov 29, 2018 11:18 pm
by neonZorglub
mbetke wrote:The little button which makes the render fit to the screen doesn't work.
It just keeps on entered production resolution and shows part of the rendering in 1:1.
Hi mbetke,
That's right, you need to disable 'Use production resolution' when using 'Use window resolution' ..
This will be fixed in next release, 6.11
The flickering issue should be fixed too.
Thanks
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Fri Nov 30, 2018 7:42 am
by mbetke
Thanks. Sounds good. Lags are annoying because it Interrupts the workflow.
Another bug:
I work with Quick Edit mode turned on. When I press now rebuilt scene 3ds max crashes. Changed a Forest pack object while doing that and needed to rebuilt scene because a forest pack object doesn't get updated properly with persistent mode as it seems.
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Fri Nov 30, 2018 10:35 am
by ramone163
Hi ramone163,
I could reproduce a similar big lag when trying to move/rotate, by turning on the Repeated Viewport Updates option, and I got no more lag when turning it off..
Your issue could come from another setting or some other plugin or max settings..
To find out, you could try to reset Octane global settings, using the following steps:
in the Global settings , click on "Explore User Settings Folder".
This should open the browser the location like "C:\Users\xxx\AppData\Local\Autodesk\3dsMax\2019 - 64bit\ENU\plugcfg_ln\"
Then, exit 3dsmax, and delete or rename the file octane3dsMaxConfig.cfg
(sorry for the inconvenience, there will be a 'Reset default settings' option in the next release..)
I just reset Octane Global settings, and now everything works fine.
Thank you neonZorglub
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Fri Nov 30, 2018 7:27 pm
by coilbook
attaching an object to one element while octane viweport is open crashes max
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Fri Nov 30, 2018 9:01 pm
by coilbook
Can anyone from otoy tell me that over 1 min eval times and 30 seconds per frame after that for processing is normal. I attached the video. If this is how octane 4 then be it. I really expected no more than 5 sec eval times in octane 4 per frame.
This is like octane 3 performance. Brigade had no eval times in fly though camera videos Thanks
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Fri Nov 30, 2018 10:25 pm
by Goldorak
coilbook wrote:Can anyone from otoy tell me that over 1 min eval times and 30 seconds per frame after that for processing is normal. I attached the video. If this is how octane 4 then be it. I really expected no more than 5 sec eval times in octane 4 per frame.
This is like octane 3 performance. Brigade had no eval times in fly though camera videos Thanks
Unless your scene is 100s of millions of unique primitives (in which case the copy to GPU will be the limiting factor), this does not seem normal. How big is your scene? Can you export to standalone/ORBX and confirm that it also happens there?
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Fri Nov 30, 2018 11:44 pm
by coilbook
Goldorak wrote:coilbook wrote:Can anyone from otoy tell me that over 1 min eval times and 30 seconds per frame after that for processing is normal. I attached the video. If this is how octane 4 then be it. I really expected no more than 5 sec eval times in octane 4 per frame.
This is like octane 3 performance. Brigade had no eval times in fly though camera videos Thanks
Unless your scene is 100s of millions of unique primitives (in which case the copy to GPU will be the limiting factor), this does not seem normal. How big is your scene? Can you export to standalone/ORBX and confirm that it also happens there?
Thank you. The scene is massive. 2.3 gb just 3ds max. I will send it to you as PM. Maybe you can test it in 3ds max.
I really dont know how to export to ORBX I tried before it never worked.
Thanks
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Sat Dec 01, 2018 12:54 am
by Goldorak
coilbook wrote:Goldorak wrote:coilbook wrote:Can anyone from otoy tell me that over 1 min eval times and 30 seconds per frame after that for processing is normal. I attached the video. If this is how octane 4 then be it. I really expected no more than 5 sec eval times in octane 4 per frame.
This is like octane 3 performance. Brigade had no eval times in fly though camera videos Thanks
Unless your scene is 100s of millions of unique primitives (in which case the copy to GPU will be the limiting factor), this does not seem normal. How big is your scene? Can you export to standalone/ORBX and confirm that it also happens there?
Thank you. The scene is massive. 2.3 gb just 3ds max. I will send it to you as PM. Maybe you can test it in 3ds max.
I really dont know how to export to ORBX I tried before it never worked.
Thanks
How many unique primitives in this scene?
Re: OctaneRender® for 3ds max® v4.00 - 6.10
Posted: Sat Dec 01, 2018 1:34 am
by coilbook
Goldorak wrote:coilbook wrote:Goldorak wrote:
This is like octane 3 performance. Brigade had no eval times in fly though camera videos Thanks
Unless your scene is 100s of millions of unique primitives (in which case the copy to GPU will be the limiting factor), this does not seem normal. How big is your scene? Can you export to standalone/ORBX and confirm that it also happens there?
Thank you. The scene is massive. 2.3 gb just 3ds max. I will send it to you as PM. Maybe you can test it in 3ds max.
I really dont know how to export to ORBX I tried before it never worked.
Thanks
How many unique primitives in this scene?[/quote]
The scene is pretty light 5208 objects plus some forest instances. Please see the image attached. So i don't understand why processing is slow. We do have some cars in the city that move. it is 25 seconds per frame to process. Thanks