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Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Sat May 11, 2013 8:24 pm
by retmia
I just wanted to point out that I've lost a lot of stability since 1.12 and 1.13, 1.11c was fine even though it burned one of my 590GTX.
I try to render in low priority with my two 590GTX, but still it's crashing more or less every 20 frames rendered ... for a 40s render per frame in direct lighting ... with the rebooting time for every crash, it makes it less practical to use !
I hope it will get more stable on the next release.
Thanks for the hard work !
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Mon May 13, 2013 4:38 pm
by BKEicholtz
Re: OctaneRender® for 3ds max® v1.13[Test]
I just wanted to point out that I've lost a lot of stability since 1.12 and 1.13, 1.11c was fine even though it burned one of my 590GTX.
I try to render in low priority with my two 590GTX, but still it's crashing more or less every 20 frames rendered ... for a 40s render per frame in direct lighting ... with the rebooting time for every crash, it makes it less practical to use !
I hope it will get more stable on the next release.
Thanks for the hard work !
Hello! I will add that I was unable to use the test releases with the latest iToo Forest Pack. I was getting constant crashes. I had to go back to the non test release. I wanted to share this, and I echo other users... Thanks for the hard work, and great product!
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Wed May 15, 2013 9:46 am
by bicket
Hi karba
The difference between octane viewport and 3dsmax frame buffer still exists.
Can you fix it please, I can't render my animation for now and I'm pretty disappointed with octane evolution
DL diffuse 2 / 1000 samples / HDR environment
[edit]
It appears when I use a glossy mat with a mix texture in the diffuse slot.
When using 3dsmax frame buffer, the float texture used as amount in the mix texture of the diffuse slot is not (or badly) taken in account.
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Wed May 15, 2013 3:39 pm
by gabrielefx
I already reported this issue.
@Karba
please don't abandon us!
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Wed May 15, 2013 7:23 pm
by Karba
gabrielefx wrote:I already reported this issue.
@Karba
please don't abandon us!
Hi
Unfortunatelly I have a vacation at the moment. I will fix it right after I will come back to work.
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Wed May 15, 2013 7:26 pm
by bicket
Enjoy your vacation, there's some hard work here

Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Thu May 16, 2013 9:08 pm
by mbetke
BUG:
If you use alphachannel on a Specular glass material the background draws behind it and alpha is white at this spot.
It should be not 100% opaque but a bit transparent.
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Tue May 21, 2013 4:53 pm
by kevinshane
hi Karba, any news of proxy cloud format?? it's really important function ~~ still waiting ^^
Re: Hair and Fur support?
Posted: Wed May 22, 2013 5:55 pm
by mykola1985
darkline wrote:solomon wrote:
Do you mind, sharing a screen grab of the turn your hair to geometry at render time? I have tried it but it's not rendering the hairs
Hi Solomon,
Did you read the following post where I outlined the steps under which it would work? (I only found this out when I went back to render the next day).
The 'geometry' setting is in Max's 'Environment and Effects' window (push 8 on keyboard to bring up environment/effects tabs). Click the hair and fur effect and change the dropdown there to geometry.
I did that in max 2014 and with octane v1.13 the hair and fur is not working.....

how is that possible????
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Wed May 22, 2013 6:00 pm
by mykola1985
is there anybody else having problems with rendering hair and fur in this version?