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Re: OctaneRender® for 3ds max® v2.24.2 - 2.16 [STABLE]

Posted: Wed Feb 24, 2016 9:00 am
by Goldisart
dropped to 15 version - problem with alpha channel + occurrence in sequences of black frames when rendering animations

Re: OctaneRender® for 3ds max® v2.24.2 - 2.16 [STABLE]

Posted: Wed Feb 24, 2016 12:32 pm
by darkline
same here. I did a 300 frame animation and there were 10 black frames in the middle - very odd.

Re: OctaneRender® for 3ds max® v2.24.2 - 2.16 [STABLE]

Posted: Tue Mar 01, 2016 7:04 pm
by JimStar
darkline wrote:same here. I did a 300 frame animation and there were 10 black frames in the middle - very odd.
Are these frames rendered OK when you render just one frame that is rendered black in animation rendering?

Re: OctaneRender® for 3ds max® v2.24.2 - 2.16 [STABLE]

Posted: Thu Mar 03, 2016 11:17 am
by darkline
correct Jim, just random black frames which otherwise would render normally.

Separately, I'm trying to do a camera map with octane. Is this possible?

Re: OctaneRender® for 3ds max® v2.24.2 - 2.16 [STABLE]

Posted: Fri Mar 04, 2016 6:20 am
by Goldisart
+1
2016-02-29 11-05-42 XnView - [Обозреватель - D  ##___VIDEO___## slabilen final RENDER 2cam ].png
It is interesting that the sequence of black frames is saved... if I remove the sequence of images and re-render will have black frames will be in the same order

Re: OctaneRender® for 3ds max® v2.24.2 - 2.16 [STABLE]

Posted: Fri Mar 04, 2016 12:22 pm
by Goldisart
when tone mapping does not work alpha !!!!!!
response - LINEAR - save *PNG

Re: OctaneRender® for 3ds max® v2.24.2 - 2.16 [STABLE]

Posted: Mon Mar 07, 2016 4:22 am
by JimStar
Goldisart wrote:when tone mapping does not work alpha !!!!!!
response - LINEAR - save *PNG
This is a bug in 3ds Max' Bitmap. As soon as the image buffer having non-1.0 gamma is loaded into Bitmap - Max screws up alpha during saving a PNG from Bitmap window.
I've found some workaround for this, will be OK in next version. So far as I suggested before - use 1.0 gamma in Octane imager.

A left image is saved when a buffer of Max Bitmap is filled by 2.2-gamma image, and the gamma of a Bitmap is set to 2.2. A right image - all the same but the Bitmap buffer is filled by 1.0-gamma image and the gamma of a Bitmap is set to 1.0.
In the first case - Max screws up the correct alpha value "0" and turns it into "255".
1.png

Re: OctaneRender® for 3ds max® v2.24.2 - 2.16 [STABLE]

Posted: Mon Mar 07, 2016 4:23 am
by JimStar
darkline wrote:same here. I did a 300 frame animation and there were 10 black frames in the middle - very odd.
Guys I can't reproduce it on my scenes. Could somebody who has this issue give me the scene?

Re: OctaneRender® for 3ds max® v2.24.2 - 2.16 [STABLE]

Posted: Mon Mar 07, 2016 1:04 pm
by boris
the random animation (random animation offset) function coming with forest pack pro does not work anymore.
all forest instances start at the same frame now.
I am sure it has worked in karba version, did a big animated project using random animation mode back then.
I hope you can bring that back again.
tnx
boris

forest_random_anim.jpg

Re: OctaneRender® for 3ds max® v2.24.2 - 2.16 [STABLE]

Posted: Wed Mar 09, 2016 6:37 am
by JimStar
JimStar wrote:
darkline wrote:same here. I did a 300 frame animation and there were 10 black frames in the middle - very odd.
Guys I can't reproduce it on my scenes. Could somebody who has this issue give me the scene?
If everything is OK now with black frames to everybody - I'm going to release a next version...
Because all is OK on any of my scenes as I wrote, can't reproduce on any of them...