Hi abstrax, nope, I am using the Standalone. I import the .obj (figure, hair etc). Save the file, and when I relaunch the scene I lose my greyscale images for Opacity. I reload them all and save the file. I then close and relaunch the file. This time around the greyscale images stayed. This has been going on since RC4 at least. I have been using Octane since probably 2012 and never seen that happen. The obj loads with the Opacity greyscale maps on import. Not sure if something happens to the greyscale images after the initial save and close of the file. The actual greyscale image .jpg map remains, it just changes to an Alpha map.[/quote]
Hmm, sorry, but I wasn't able to reproduce the issue here. The Octane scene below just loads the same way after saving of the project as the OBJ file was loaded initially - the opacity texture is loaded as greyscale texture and not as an alpha texture. If you could give me a scene and instructions to reproduce the problem, I will investigate again.[/quote]
Thanks abstrax, the scene now seems to load with the greyscale image intact in the Opacity channel now. I'll try to recreate the scenario and send a scene and instructions at that point. Thanks a bunch!
OctaneRender™ 4 RC 5
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Hiabstrax wrote:If you've got a device that is only being used for denoising it is still being counted. So what exactly is your setup, how many GPUs are used on the slaves and the master for rendering and how many GPUs are used on the master for denoising?coilbook wrote:please fix gpu count for 3ds max RC4 it still shows too many GPUs even though I have 20
Also I have 1 card just for denoising. Do you count it as 1 of 20. If you do then it is not fair. We cannot use actual rendering card for denoising because vram is full and it always says that it doesn't have enough memory to denoise. There should be 20 cards for rendering and 1 more for denoising with free vram /.
Even when I use total 20 GPUs where one of them is for denoising still getting an error too many GPUs. I attached the image. Thanks
- neonZorglub
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Hi coilbook,coilbook wrote:Hiabstrax wrote:If you've got a device that is only being used for denoising it is still being counted. So what exactly is your setup, how many GPUs are used on the slaves and the master for rendering and how many GPUs are used on the master for denoising?coilbook wrote:please fix gpu count for 3ds max RC4 it still shows too many GPUs even though I have 20
Also I have 1 card just for denoising. Do you count it as 1 of 20. If you do then it is not fair. We cannot use actual rendering card for denoising because vram is full and it always says that it doesn't have enough memory to denoise. There should be 20 cards for rendering and 1 more for denoising with free vram /.
Even when I use total 20 GPUs where one of them is for denoising still getting an error too many GPUs. I attached the image. Thanks
There is an issue in 3dsmax, for gpu settings common for all max scenes (when 'Scene specific config' is disabled).
The settings are not sent to Octane, unless you press 'Apply'. (you can check the actual status used by Octane with the button 'Octane Device Settings')
The work around is to enable 'Scene specific config'.
This will be fixed in the next release.
Thanks,
abstrax wrote:Yes, but that's currently work in progress. I'm not sure how well the export/import will work in the end, but we are trying at least.Notiusweb wrote:M...Ma....Ma....Mat.....Ma....
Material....
Material support....
for FBX?
For FBX!!!!!??????
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Almost forgot...Would be happy to test

Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Sheen is a lot darker on the universal material compared to metallic and glossy materials
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- universal_dark_sheen.orbx
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Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Hi,funk wrote:Sheen is a lot darker on the universal material compared to metallic and glossy materials
Universal material is actually correct here as it has been renormalized to avoid energy gain, this will be fixed on both glossy and metallic material to match universal material in next version.
Cheers,
Wallace
So all my glossy mterials will look different in old scenes?this will be fixed on both glossy and metallic material to match universal material in next version.

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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
i have titan xp just for denoising and i am getting this denoiserThread2 : Not enough free memory to run the denoiser. Required memory 475501728.00 MB Why? it is 1080p image Thais is 475501 GB
UPDATE: This error happens when denoiser is checked by itself. For some reason tome mapping must be checked too. can otoy tell us if we need tone mapping checked on all cards or not? Thanks
UPDATE: This error happens when denoiser is checked by itself. For some reason tome mapping must be checked too. can otoy tell us if we need tone mapping checked on all cards or not? Thanks
That's probably a bug that will be fixed with the next release: When the denoiser gets enabled/disabled on a device, it leaks a whole bunch of resources.coilbook wrote:i have titan xp just for denoising and i am getting this denoiserThread2 : Not enough free memory to run the denoiser. Required memory 475501728.00 MB Why? it is 1080p image Thais is 475501 GB
Yes, usually you always want to enable tone-mapping. You may only want to disable it for GPUs that are attached via some PCIe extender - as long as you have at least 1 GPU enabled that is not connected via the PCIe bus. I.e. there needs to be at least one GPU that is enabled for tone-mapping.UPDATE: This error happens when denoiser is checked by itself. For some reason tome mapping must be checked too. can otoy tell us if we need tone mapping checked on all cards or not? Thanks
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra