OctaneRender® for 3ds max® v4.00-XB3 - 6.01 [TEST][OBSOLETE]

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coilbook
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Joined: Mon Mar 24, 2014 2:27 pm

paride4331 wrote:Hi coilbook,
I did some tests, unfortunately in this case lava is made up of particles and object space does not solve this issue. I did some tests using phoenix with vray, but issue is like with Octane. I tried exporting simulation to .ABC as mesh or baking texture but no good result. I think, it needs something to get with velocity, age or viscosity ID info, but I'm not sure what I'm saying, I'll ask developers for a tip.
Regards
Paride

Thanks Paride
hopefully they can fix it where we can have noise texture baked into liquids. I think most renderer support this.
I also attached the image of phoenix texture map This texture makes hot lava turn to rock over time. maybe otoy can get it working so liquid can change color overtime. Would be nice to have all phoenix textures working in standard texture slot

And one more request. We still cannot have multiple color fluids in one grid. Can they please add RGB support.



Thanks
Attachments
textrue change.jpg
SergKlyosov
Licensed Customer
Posts: 126
Joined: Wed Mar 01, 2017 9:33 am

Hi Paride and neonZorglub,

Will be "uber material" which was introduced in recent SA release implemented in 3ds max plugin?
Also any new on UDIM support?

Cheers
Win 10 64 | RTX 3090 | i9 9980XE | 64GB RAM
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paride4331
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SergKlyosov wrote:Hi Paride and neonZorglub,

Will be "uber material" which was introduced in recent SA release implemented in 3ds max plugin?
Also any new on UDIM support?

Cheers
Hi SergKlyosov,
Yes sure, when it will be definitely developed.
As SDK developers told: "Added Universal Material node. Please note that this node is likely to change in the next few releases".
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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acc24ex
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very crashy with after effect 2018 running in background (with gpu options activated) - just a heads up - almost always runs out of memory or crashy

..also very crashy with 12x6k res - running 1080ti as primary and 980ti secondary

BUG report - almost each time I switched on motion blur I got instant crash - while runing render viewport - 3 times in a row - motion blur on particles - spray emmiter
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acc24ex
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dammit, slow bug updates - guys I'm apparently the only person working in summer around here, and using this for production (I know I expect bugs) - so please take into consideration my feedback, cause it's the best source of user experience - people using it for production ..

- I had severe crashes - gpu failed - and it crashes the entire gpu - 980ti - 1080ti works as my primary - win7 / max2017
- it might have something to do with adobe apps - that use gpgpu processing - after effects 2018 affect renders severely - and photoshop might too

.. so you might look into it - BTW I'm glad you're putting all the features that fstorm did back to octane :) - I wander when are you going to do that enhancement with the lights - or geopattern feature - how many of you guys are working on this anyway?
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paride4331
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Hi acc24ex,
thanks for your feedback,
It's quite normal when you use applications that use GPUs at the same time; you should not share same GPUs between applications.
The issues do you report are with active denoiser? with or without denoise on completition?
About 12x6k res crash issue, try this hardware configuration:
1_ 1080TI:
active > yes
Priority > yes
Tone > yes
Denoise > no
2_ 980TI:
active > no
Priority > no
Tone > no
Denoise > yes
connect monitor/s here

About crash with motion blur on particle while runing render viewport, could you share a sample where you get crash?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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acc24ex
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well.. the same crashes occured with the denoiser on and off..

-- so you want me to use the 980ti as primary and 1080 as secondary.. not too happy, but will give it a go if all else fails

- everything is connected to 1080ti, as it has better viewport performance, and also running a 3440x1440 monitor as primary, and a 2560x1440 as secondary, that's gonna eat up some vram and performance, so I'd like to have 1080ti as primary gpu driver

- yeah I'm counting on octane releasing some updates soon - at least it keeps me in the loop of where the bugs are..
.. in any case this is almost production ready, I mean I'm using it for prod., usable if taking precautions (and save every 5 mins)
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paride4331
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You will have the best performances using my configuration.
For the smoothest user experience with OctaneRender, it is recommended to dedicate one GPU for the display, OS and eventually denoiser, to avoid slow and jerky interaction and navigation. The dedicated video card could be a cheap, low-power card since it will not be used for rendering and it should be unticked (switched off) in CUDA devices in the Device Manager/Preferences. In this situation, it is best to have the rendering GPUs match in model and VRAM size. This allows multi-GPU rendering but the OS interface may still be slowed as all the GPU processing power is dedicated to the rendering process. In multi-GPU setups, the amount of RAM available to OctaneRender is not equal to the sum of the RAM on the GPUs, but it is restricted to the GPU with the smallest amount of RAM. It is recommended that you disable GPUs that don’t have enough RAM to allow for rendering large scenes that can fit in the RAM of the remaining GPU.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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acc24ex
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well, what if I have two 1080ti and use both of them, is it going to be more stable - I know the limits of vram, trying to push out fastest rendertimes .. good to know, and go through all of this anyway
coilbook
Licensed Customer
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Joined: Mon Mar 24, 2014 2:27 pm

Hi Paride
otoy said they fixed shadows for phoenix particles Fixed PhoenixFD missing particle Object layer, to control Catch Shadow, etc..

So do you know how to control them and disable foam and splash from casting/receiving shadows? Do I just select phoenix grid and disable receive/ cast shadows? Then how will water continue casting shadows, Thanks
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