OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [OBSOLETE]
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Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
I uploaded a stripped down test-scene: http://www.pure3d.de/Brightness-Issue.zip
It contains the overbright material which looks like it should in 3.07.
Also a new set up material with same HDRI but lower exposure.
I tested with 3dsmax 2015, 2017 and 2018. They all show same issue with versions later than 3.07.
Funny side fact: In 3ds max 2015 I don't have any lags in material editor when clicking my Texture Environment slot. I got instant response from UI.

It contains the overbright material which looks like it should in 3.07.
Also a new set up material with same HDRI but lower exposure.
I tested with 3dsmax 2015, 2017 and 2018. They all show same issue with versions later than 3.07.
Funny side fact: In 3ds max 2015 I don't have any lags in material editor when clicking my Texture Environment slot. I got instant response from UI.


PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
- paride4331
- Posts: 3819
- Joined: Fri Sep 18, 2015 7:19 am
Hi Justix,justix wrote:Stutter and unresponsive viewport so far on this releaseI have Drivers version 399.07, should I change it?
I sent this issue to developer this weekend, we are investigating to this.
I personally do not think changing Nvidia drivers solves the issue.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Cuda 201 error.
I enabled Extra Logging some time ago. Here is log. It appears a bit random and I worked for some time on the scene. Got two errors of this kind today.
Is extra logging useful or what can I do to nail things down?
I enabled Extra Logging some time ago. Here is log. It appears a bit random and I worked for some time on the scene. Got two errors of this kind today.
Is extra logging useful or what can I do to nail things down?
Code: Select all
Could not read in the given file: "D:\3D Modelle\Gartenmöbel\textures\AM193_06_color_01.jpg".
[O3m] InteractiveOctane::buildScene(), gTheSceneCollector.sclCheckScene() done.. calling setRenderTargetNode()..
[O3m] itoSetState(ITOState_BUILDING_RENDERTARGET): elapsed_ms = 5319 Prev state <ITOState_UPDATING_GEOMETRY> ..
[O3m] buildScene(), setRenderTargetNode() completed.. calling ApiChangeManager::update() ..
[O3m] buildScene(), ApiChangeManager::update() completed..
[O3m] itoSetState(ITOState_NORMAL_RENDERING): elapsed_ms = 63040 Prev state <ITOState_BUILDING_RENDERTARGET> ..
[O3m] InteractiveOctane::buildScene() done ..
[O3m] ParamBlockDescSetup::DlgProc CC_SPINNER_CHANGE : msg=1624, windowId=1173
[O3m] ParamBlockDescSetup::DlgProc CC_SPINNER_CHANGE : msg=1624, windowId=1173
[O3m] ParamBlockDescSetup::DlgProc CC_SPINNER_CHANGE : msg=1624, windowId=1197
[O3m] itoSetState(ITOState_STARTING_BUILD_SCENE): elapsed_ms = 185517 Prev state <ITOState_NORMAL_RENDERING> ..
[O3m] itoSetState(ITOState_CHECKING_SCENE_COLLECTOR): elapsed_ms = 0 Prev state <ITOState_STARTING_BUILD_SCENE> ..
[O3m] Found 531 nodes in scene : 346 static, 30 dynamic, 155 excluded. [0.00 sec]
[O3m] itoSetState(ITOState_COLLECTING_NODES): elapsed_ms = 0 Prev state <ITOState_CHECKING_SCENE_COLLECTOR> ..
[O3m] itoSetState(ITOState_UPDATING_GEOMETRY): elapsed_ms = 22370 Prev state <ITOState_COLLECTING_NODES> ..
[O3m] itoSetState(ITOState_NORMAL_RENDERING): elapsed_ms = 62791 Prev state <ITOState_UPDATING_GEOMETRY> ..
[O3m] Discarding m_newImageReadyCount = 67!
[O3m] Discarding m_newImageReadyCount = 68!
[O3m] Discarding m_newImageReadyCount = 69!
[O3m] Discarding m_newImageReadyCount = 70!
[O3m] Discarding m_newImageReadyCount = 71!
[O3m] Discarding m_newImageReadyCount = 72!
[O3m] Discarding m_newImageReadyCount = 73!
CUDA error 201 on device 3: invalid device context
-> failed to set texture format(__data10__)
device 3: failed to bind data texture 11 of context 0
[O3m] rsmSetRenderFailureType(2) !..
[O3m] itoSetState(ITOState_CLOSING): elapsed_ms = 1341 Prev state <ITOState_NORMAL_RENDERING> ..
[O3m] Out Of Core memory: Enabled = 1, used=3130341104, maxi=12884901888, used.b.oct=31804035072, tot.used=66914865152, totRam=137347117056
[O3m] gpuHeadRoom=104857600.00
[O3m] [PERMSYNC]: sclStopRender(), NOT reseting nodes..
[O3m] Octane Renderer Failure in Viewport Rendering:
GPU Failure. Check the log for error detail..
[O3m] Out Of Core memory: Enabled = 1, used=0, maxi=12884901888, used.b.oct=28214312960, tot.used=63404081152, totRam=137347117056
[O3m] gpuHeadRoom=104857600.00
[O3m] itoSetState(ITOState_ENDED): elapsed_ms = 11295 Prev state <ITOState_CLOSING> ..
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
- paride4331
- Posts: 3819
- Joined: Fri Sep 18, 2015 7:19 am
Hi mbetke,mbetke wrote:I uploaded a stripped down test-scene: http://www.pure3d.de/Brightness-Issue.zip
It contains the overbright material which looks like it should in 3.07.
Also a new set up material with same HDRI but lower exposure.
I tested with 3dsmax 2015, 2017 and 2018. They all show same issue with versions later than 3.07.
Funny side fact: In 3ds max 2015 I don't have any lags in material editor when clicking my Texture Environment slot. I got instant response from UI.![]()
thaks, I'm testing your file, then I will send my report to developers.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- paride4331
- Posts: 3819
- Joined: Fri Sep 18, 2015 7:19 am
Hi coilbook,coilbook wrote:Hi Why when I try to increase transmission instead of glass effect it starts glowing Thanks
my goal is red hot melted glass. ANd i thought in the uber material you can have clear and light emission at the same time
I'm not quiet sure if universal material is the best way to, but you can have it.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Is there a documentation on this universal material? Wat is it? A material for all purposes?
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
- paride4331
- Posts: 3819
- Joined: Fri Sep 18, 2015 7:19 am
Hi mbetke,mbetke wrote:Is there a documentation on this universal material? Wat is it? A material for all purposes?
concurrently with V4 release, Otoy will update Octane manual and I will perform scenes and tutorials on the new V4 features.
Universal material is a shader allows PBR workflow.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- paride4331
- Posts: 3819
- Joined: Fri Sep 18, 2015 7:19 am
rc7 is stuck on evaluation with a lot of octane proxies or it takes 2-3 min jsut to open 0.9 gb of instanced proxies
rc6 is slow too
it seems that if you create a lot of instances as octane proxies it takes forever to load I guess it loads each proxy separately
UPDATE:
the video is attached. Instanced mesh opens in seconds, instanced proxies take forever
So how can we clone a proxy and have fast eval times?
Thanks
rc6 is slow too
it seems that if you create a lot of instances as octane proxies it takes forever to load I guess it loads each proxy separately
UPDATE:
the video is attached. Instanced mesh opens in seconds, instanced proxies take forever
So how can we clone a proxy and have fast eval times?
Thanks
- Attachments
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- Untitled.mp4
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