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

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HHbomb
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If somebody is interrested : here is a text file, change the extension to .ms and put it in script/startup/ (close and reopen max). Then every object is a movable proxy except Forest.
( you can create an object with octane viewport opened, you can import an object,....)
Attachments
OCT_MPAUTO.txt
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YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
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acc24ex
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and old issue with importing step files - they only look fine after you click on Body object and under rendering approximation do a weld and smooth mesh and click back to empty again - I have almost never seen a good looking mesh upon importing .step or cad data without going through this first

- can you really fix that somehow, it's just that it's annoying, that every single time I import any cad data I have to click through all the body options until the mesh smooths out, cause I forget which thing to press so that it works
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mbetke
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There are new graphic drivers released with CUDA 10.1 support. Are there any benefits for Octane? Or better wait with upgrading?
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
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paride4331
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mbetke wrote:There are new graphic drivers released with CUDA 10.1 support. Are there any benefits for Octane? Or better wait with upgrading?
I'm testing 419,35. No crash, seems material editor little faster, but it's too early to tell.
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Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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paride4331
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acc24ex wrote: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
Hi acc24ex,
Do you recognize this?
viewtopic.php?f=33&t=70808&p=358302&hil ... nt#p358302
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Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
DartFrog
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Would somebody here recommend upgrading from v4.02.1 - 6.14 to this version? Any significant benefits?
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paride4331
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Hi DartFrog,
Keep in mind OctaneRender for 3ds max v2018.1-RC4 - 7.03 is a test version, not for production and not considered stable.
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Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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paride4331
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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,
this issue will be fixed in the next versions.
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Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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acc24ex
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paride - yeah the displacement issue, something like that - I beleive for specular materials and displacement it doesn't calculate that part that is displaced - if 20% of and object goes up in displacement, than anything that intersects with is not lit properly

..the cad imported objects don't work automatically from import since v1, so it's just a convenience issue - so you can put into documentation "CAD enabled"

On the other note I managed to first time work out how to use the exclude include light on specific objects - OMG it's a game changer for me :) - how come I never saw any tuts on it or some better introductory - it is just perfect for product vis

.. so this update so far is the best I've experienced - even tho it's a test version ..

Guys, keep on rocking this, you might change octane around for all that abandoned hope :)
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paride4331
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Posts: 3813
Joined: Fri Sep 18, 2015 7:19 am

acc24ex wrote:paride - yeah the displacement issue, something like that - I beleive for specular materials and displacement it doesn't calculate that part that is displaced - if 20% of and object goes up in displacement, than anything that intersects with is not lit properly

..the cad imported objects don't work automatically from import since v1, so it's just a convenience issue - so you can put into documentation "CAD enabled"

On the other note I managed to first time work out how to use the exclude include light on specific objects - OMG it's a game changer for me :) - how come I never saw any tuts on it or some better introductory - it is just perfect for product vis

.. so this update so far is the best I've experienced - even tho it's a test version ..

Guys, keep on rocking this, you might change octane around for all that abandoned hope :)

Hi acc24ex,
Could you share a scene with displacement issue please?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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