Page 6 of 9

Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]

Posted: Mon Mar 04, 2019 1:27 pm
by HHbomb
I use a script to set objects as movable proxies for a long time now. And all work like it should.
Now there a problem in "octane object properties", even if the object properties show as an movable proxy, "Movable proxy" is not checked in octane object properties panel.
Perhaps it is due to the fact that when checking "movable proxy" in octane object properties, it is written "True" in object propertie,
and with my script it is written "true".
Thanks

Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]

Posted: Mon Mar 04, 2019 1:30 pm
by paride4331
mbetke wrote:Still Viewport bug in Forest Pack Pro and moveable proxies.

Itoo told me the error is related to Octane Render:

https://forum.itoosoft.com/forest-pro-( ... renderer)/

https://forum.itoosoft.com/forest-pro-( ... th-octane/
Hi mbetke,
I cannot reproduce your issuse, I tested coilbook's scene, that makes a massive itoo use, but point-clouds works fine.
Could you share a scene with your issue please?
Regards
Paride

Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]

Posted: Mon Mar 04, 2019 1:42 pm
by paride4331
HHbomb wrote:I use a script to set objects as movable proxies for a long time now. And all work like it should.
Now there a problem in "octane object properties", even if the object properties show as an movable proxy, "Movable proxy" is not checked in octane object properties panel.
Perhaps it is due to the fact that when checking "movable proxy" in octane object properties, it is written "True" in object propertie,
and with my script it is written "true".
Thanks
Hi HHbomb,
I sent your post to developers.
Regards
Paride

Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]

Posted: Mon Mar 04, 2019 2:23 pm
by paride4331
acc24ex wrote:can we update nvidia drivers for this version (v2018.1-RC4 - 7.03) ..

BTW I started using vertex paint first time ever, and on a live project :) - success, and didn't even check does it work only on 2018 and up (not sure why I'd go back to V4?)
.. also I'm gonna say this version is actually pretty stable and I had a good experience running a landscape architecture project with a lot of instances and pretty large memory usage, only crashes I got was when doing some ornatrix tho.. everything else was pretty fast running on a 2080ti strix (don't wanna jinx it, got a few more things to do) ... I'm happy with development of octane so far, now just get into it..

- the cryptomatte so far I've seen does a nice edge detection/line drawing, which is cool, was looking forward to that feature for a long time, might prove very useful, now only to give us some tuts and examples as I've got no idea how to work anything else with it
..octane might finally be maturing, now I hope I could also switch up projects with octane materials into UE some day, and the circle would be complete.. feeling you guys are finally making it..
Hi acc24ex,
viewtopic.php?f=51&t=70724
Regards
Paride

Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]

Posted: Mon Mar 04, 2019 2:27 pm
by coilbook
paride4331 wrote:
coilbook wrote:Hi Paride,
I sent you the scene with slow eval times as PM. Still 35 seconds per frame. Could you guys please fix this bug already.
We also used city traffic 2 in the scene. Link to it http://forum.rendering.ru/viewtopic.php?f=8&t=1428

UPDATE:
Hiding itoo didn't change loading times every frame. The bug points out to the refinery mesh in the scene. It does have a lot of polys but this is a stationary mesh and should be loaded only at frame 1 but for some reason every frame it makes eval times slow


UPDATE2:
When setting this refinery as a movable proxy it evaluates faster. Eval times went from 35 seconds per frame to 6 but then you guys told us stationary objects should not be set as movable proxys. So should we or not set the whole scene as movable proxy? Should buildings be set to movable proxys? Should itoo be set as movable proxy? This looks like a bug

Thank you.
I coilbook,
I set, as I told many time, All movable proxy then:
unchek update anim. geometry
time 3 secs.
Please you always do that, all movable proxy.
especially with big scene and network render.
Regards
Paride
Thank you. I thought before that if I uncheck update anim geometry I wont have any animation in my scene

Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]

Posted: Mon Mar 04, 2019 2:30 pm
by coilbook
neonZorglub wrote:
coilbook wrote:Hi Paride,
I sent you the scene with slow eval times as PM. Still 35 seconds per frame. Could you guys please fix this bug already.
We also used city traffic 2 in the scene. Link to it http://forum.rendering.ru/viewtopic.php?f=8&t=1428

UPDATE:
Hiding itoo didn't change loading times every frame. The bug points out to the refinery mesh in the scene. It does have a lot of polys but this is a stationary mesh and should be loaded only at frame 1 but for some reason every frame it makes eval times slow


UPDATE2:
When setting this refinery as a movable proxy it evaluates faster. Eval times went from 35 seconds per frame to 6 but then you guys told us stationary objects should not be set as movable proxys. So should we or not set the whole scene as movable proxy? Should buildings be set to movable proxys? Should itoo be set as movable proxy? This looks like a bug

Thank you.
Hi coilbook,
I suspect that some modifier in your big stationary mesh could incorrectly trigger a rebuild; I'm looking into it, as well as the other reported slowdowns..
You could keep those objects as movable proxy for the moment, and in the next version, setting it back to non movable proxy should be more efficient.
Thanks for your scene.
Update:
It is more likely that one or mode object in the scene is animated, but not set as movable proxy.
This forces a rebuild of all objects of the static mesh.
You can disable this by unckecking 'Update anim. geometry' in the Kernel settings, making all non movable proxy really static while rendering an animation.
Thanks! So for many months this problem and not disabling phoenix's Create fire lights in the Phoenix rendering dialog were the main causes of slow eval times. :D

Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]

Posted: Mon Mar 04, 2019 4:51 pm
by coilbook
Hi Paride,
Could you still report that empty (still has some sim data like clear smoke) phoenix grids in front of the camera cause 2-3 rendering time increase?
Thanks

Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]

Posted: Mon Mar 04, 2019 5:20 pm
by acc24ex
Some weirdnes when using displacement on the specular material, looks like it makes a shell, I did a small displacement map then stretched it a lot (with uv modifier or transform nodes all the same), and made the height quite big, to simulate like a wave .. and the higher it goes the bigger that black band is.. so I made way smaller displacement, the gap is smaller but still there - anyway, check out those, and only happens where it intersects some other geometry
displacement on.jpg
disp off.jpg

displacement on.jpg
displacement off.jpg

Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]

Posted: Tue Mar 05, 2019 6:56 am
by mbetke
I added file for this display bug.

Also here is a video with the steps. YOu have to de-select the Forest object and press render. Pretty self explaining if you watch video.

Link: https://youtu.be/mKgX3vhC4Yw

Re: OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]

Posted: Tue Mar 05, 2019 9:36 am
by paride4331
mbetke wrote:I added file for this display bug.

Also here is a video with the steps. YOu have to de-select the Forest object and press render. Pretty self explaining if you watch video.

Link: https://youtu.be/mKgX3vhC4Yw
Hi mbetke,
thank you, I tested and sent your file to developers.
Regards
Paride