Page 6 of 6

Re: OctaneRender® for 3ds max® v2022.1.1 - 13.21

Posted: Mon Aug 28, 2023 10:57 am
by paride4331
coilbook wrote:1. Why does octane divide screen into 4 during rendering? And one quarter is always slow to render

2. Why does AI light work well with octane lights but not with VDB lights(fire) or mesh emitters?
Hi coilbook,
Uncheck "minimize traffic".
Regards
Paride

Re: OctaneRender® for 3ds max® v2022.1.1 - 13.21

Posted: Wed Aug 30, 2023 1:20 am
by coilbook
paride4331 wrote:
coilbook wrote:1. Why does octane divide screen into 4 during rendering? And one quarter is always slow to render

2. Why does AI light work well with octane lights but not with VDB lights(fire) or mesh emitters?
Hi coilbook,
Uncheck "minimize traffic".
Regards
Paride

Hi Paride,
Were you able to find the problem about mb direction with phoenix liquids?

There is also another problem with vdb when it is attached to a moving object. It does the opposite motion blur. When vdv is attached to a moving car, for instance, and a camera is also linked to the car then flames should not have any mb but they do. The same problem was with itoo forest. Thanks

Re: OctaneRender® for 3ds max® v2022.1.1 - 13.21

Posted: Fri Sep 01, 2023 6:38 am
by mbetke
Quick off-topic question: Why is it we don't get the Beta versions of new 2023 versions? New development strategy?

Re: OctaneRender® for 3ds max® v2022.1.1 - 13.21

Posted: Fri Sep 01, 2023 10:44 am
by paride4331
Hi coilbook,
Temporary issue with the Phoenix license; nevertheless, I have forwarded your issue to the developers.
Regards
Paride

Re: OctaneRender® for 3ds max® v2022.1.1 - 13.21

Posted: Sat Sep 02, 2023 8:52 pm
by merid888
coilbook wrote:
merid888 wrote:Does anyone have this problema with heightmap ?

Appear Image I/O error

Thank you if someone can help me
Try jpeg instead of tif
Hi coilbook I can't save the original map like jpg or png, Photoshop don't have this options in your format.

Add image like reference.

Re: OctaneRender® for 3ds max® v2022.1.1 - 13.21

Posted: Tue Sep 05, 2023 5:16 pm
by coilbook
1. Sometimes during complex scenes octane crashes network adapter in the master. Not sure if they cannot handle too much of octane data transfer (net traffic is minimized). We tried 3 different adapters they crash during complex scenes.

2. Bug with itoo sometimes octane renders itoo as actual itoo proxies if points-cloud not used as a display mode. When using legacy mode for itoo sometimes it wont even render itoo unless you refresh. Direct mode is slow due to rebuilding and eval times every frame

3. When you have a moving car, for instance, that is linked to a moving non rendearable body and you select everything and uncheck Dirt Visibility strange things happen like some movable proxies don't get updated. etc

4. Direct mode doesn't work with itoo only legacy

5. When using HDR for sky rendering slows down a lot (Almost twice including slower eval) unlike when you use JPEG for sky. Even overall octane viewport is about 3-4 times slower when using HDR instead of jpeg

6. Rendering complex animation scenes clogs vram? and makes eval for the next scene too slow. Especially when using denoiser

Re: OctaneRender® for 3ds max® v2022.1.1 - 13.21

Posted: Tue Sep 05, 2023 11:30 pm
by coilbook
merid888 wrote:
coilbook wrote:
merid888 wrote:Does anyone have this problema with heightmap ?

Appear Image I/O error

Thank you if someone can help me
Try jpeg instead of tif
Hi coilbook I can't save the original map like jpg or png, Photoshop don't have this options in your format.

Add image like reference.
Maybe collapse the layers and try to save as jpeg or find tif to jpeg converter

Re: OctaneRender® for 3ds max® v2022.1.1 - 13.21

Posted: Tue Sep 12, 2023 5:22 am
by neonZorglub
coilbook wrote:Hi Paride,

Phoenix liquid motion blur direction is still wrong. It has 45 degree direction


When can they fix it?
Hi coilbook,

The samples for liquid motion blur are still working :
viewtopic.php?f=27&t=81108

I know that there's not much information when some settings are incorrect; we'll try to add some diagnostic system..
-Make sure all the velocities are created by Phoenix.
-For the liquid mesh, check the Export as that should be 'mesh', and Velocity channel ID of the Phoenix object that should be 2..

Could you send a small sample if that doesn't work ?
Thanks