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OctaneRender® for 3ds max® v1.0 beta 3.00d[Test]

Posted: Mon Sep 03, 2012 5:35 am
by Karba
Otoy® is proud to announce the availability of a new version of OctaneRender® for 3ds max®: Version 1.0 beta 3.00d.
The world's fastest and most feature-rich unbiased render engine that integrates completely into Autodesk® 3ds max®.


3ds max® Version Requirements

This release will only work with 3ds max® Versions 2010, 2011, 2012 & 2013/ 32bit & 64x / Base & Design on MS Windows operating systems.

Notes regarding features/functionality

OctaneRender® for 3ds max® implements all functionality of OctaneRender® standalone inside 3ds max®.
Any feature that the Standalone edition supports is supported by the 3ds max® plugin.


COMPATIBILITY AND OCTANERENDER STANDALONE REQUIREMENT

To run OctaneRender® for 3ds max®, you need to also have an activated OctaneRender® Standalone copy activated on the machine you wish to install the plugin onto.
You cannot purchase and use only the 3ds max plugin and use it without also owning an activated copy of OctaneRender® Standalone on your machine
.


HOW TO PURCHASE LICENSES

Go to our online shop here: http://www.refractivesoftware.com/shop/

If you do not own an OctaneRender® Standalone Edition License yet:
You can purchase both the OctaneRender® Standalone Edition and the OctaneRender® for 3ds max® Edition as a reduced price bundle, purchase the bundle priced at 179€

If you already own one or more OctaneRender® Standalone Edition licenses you want to pair the plugin with:
Purchase an "OctaneRender® for 3ds max® v1.0 Beta License" priced at 99€

You can also purchase a 3, 5 or 10 pack of OctaneRender® for 3ds max® licenses,
just like OctaneRender Standalone Edition packs.


INSTALLATION INSTRUCTIONS

At this moment there isn't automatic installation. You have to copy files to 3ds max manually.
Please read the installation text file included in the download ZIP file archive.


OCTANELIVE®

Just like OctaneRender® Standalone, The 3ds max® plugin product also needs an additional octanelive license and be activated on a machine.
This has to be done in the plugin interface panel in 3ds max, and is covered in the included PDF manual.
It can only be done after an OctaneRender® Standalone license is already activated on the machine in question.



BUG FIXES SINCE LAST RELEASE:
  • IES Texture bug.
  • Old GPU models support
DOWNLOAD

We have 4 separate archives available for download, for Autodesk® 3ds max® 2010, 2011, 2012 and 2013.
Each archive contains the manual and installation text file, and both 32bit and x64 versions of the plugin,
so you only need to dowload one archive for your 3ds max® version from the following download links:

3ds max® 2010: http://www.refractivesoftware.com/plugi ... _3.00d.zip (50MB ZIP File)
3ds max® 2011: http://www.refractivesoftware.com/plugi ... _3.00d.zip (50MB ZIP File)
3ds max® 2012: http://www.refractivesoftware.com/plugi ... _3.00d.zip (50MB ZIP File)
3ds max® 2013: http://www.refractivesoftware.com/plugi ... _3.00d.zip (50MB ZIP File)


Yours,
The OctaneRender® Team.

Re: OctaneRender® for 3ds max® v1.0 beta 3.00d[Test]

Posted: Mon Sep 03, 2012 6:22 am
by nildoe
:) :) :) :) Very much thanks for this release!

I see that you removed the line saying that the version is Unstable, that is great news !:)

Nildo

Re: OctaneRender® for 3ds max® v1.0 beta 3.00d[Test]

Posted: Mon Sep 03, 2012 6:41 am
by Elvissuperstar007
goood

Re: OctaneRender® for 3ds max® v1.0 beta 3.00d[Test]

Posted: Mon Sep 03, 2012 6:58 am
by Sportler
Nothing major, but as Nildoe said, this version is more stable! :)

Re: OctaneRender® for 3ds max® v1.0 beta 3.00d[Test]

Posted: Mon Sep 03, 2012 7:01 am
by Aaaaahole
Cheers Karba

Re: OctaneRender® for 3ds max® v1.0 beta 3.00d[Test]

Posted: Mon Sep 03, 2012 8:27 am
by Jaberwocky
Thanks Karba

Re: OctaneRender® for 3ds max® v1.0 beta 3.00d[Test]

Posted: Mon Sep 03, 2012 10:43 am
by gabrielefx
thank you Karba,

ies lights are upsidown when I draw them from top. They point to the ceiling.

In the previous Octane release (2.58) the target pointed on the floor.

Re: OctaneRender® for 3ds max® v1.0 beta 3.00d[Test]

Posted: Mon Sep 03, 2012 11:07 am
by tonycho
gabrielefx wrote:thank you Karba,

ies lights are upsidown when I draw them from top. They point to the ceiling.

In the previous Octane release (2.58) the target pointed on the floor.
yes I got the same

Re: OctaneRender® for 3ds max® v1.0 beta 3.00d[Test]

Posted: Mon Sep 03, 2012 11:14 am
by Elvissuperstar007
gabrielefx wrote:thank you Karba,

ies lights are upsidown when I draw them from top. They point to the ceiling.

In the previous Octane release (2.58) the target pointed on the floor.
угу

Re: OctaneRender® for 3ds max® v1.0 beta 3.00d[Test]

Posted: Mon Sep 03, 2012 12:32 pm
by gabrielefx
ok, I found the cause of wrong ies orientation!

First of all:

please Karba (Roeland) disable for all lights (planar, spherical, ies) default proxy. At the moment we can't disable them.
When we draw an Octane light it's a proxy and we can rotate it in realtime without reload the scene.
Unfortunately this cause HEAVY loss in rendering performance.

In the previous Octane releases (before the introduction of instances) lights were not movable in realtime in the 3d space.
Now the light proxies are enabled by default.

When we put in the scene an ies light the ies texture distribution is oriented upward because the light is an instance by default. (issue#1)

Let's we draw a light with my method: we draw a circle, we add an edit poly modifier, we add a diffuse material with a blackbody emitter, we choose the ies file we like.
Et voilà, we created our emitter.
This emitter is not by default a proxy and rotating it (imagine to assemble it in a 3d lamp) will not be possible to orient it except we orient manually the ies texture (blackbody emission orientation)

Assigning the proxy option we can orient it in whatever direction we want but we LOOSE in rendering PERFORMANCE!
AND REMEMBER....you have to rotate the blackbody emission orientation of 180° (180,0,0)...(issue#2).

Then we have ies right orientation if the (DIY) emitter is not a proxy, we get wrong orientation if the ies is a proxy.
That's why the pre-built Octane ies lights has wrong orientation, it's a proxy.

Someone will say: ok but the DIY emitter is not 3d (it's a 2d flat surface), we can't use a 3d ies distribution file.
The 90% of lamps use symmetrical distribution. The up-down lamps can be built using two emitters with oriented ies textures.
The iway lamp:
http://www.iguzzini-na.com/en/products/ ... 65/18/49/1
needs a 3d ies, is not possible to use a circular emitter.

BTW we can draw a 3d tiny diamond (geosphere-->octa 1 segment) and apply an ies texture.
Unfortunately changing this mesh emitter from normal to proxy the brightness will change (issue#3)

Important:
remember that if you orient your proxy mesh ies emitters and then you decide to deactivate the movable proxy variable you will lost all orientations.

Another issue is in the Octane ies emitter. It emits a tiny dark shadow in the center of the spot (issue#4)

Found another issue: (issue#5)
Said that enabling proxies we will loose in rendering performance is preferable just now don't use any Octane light but mesh light (loosing realtime feedback)
If you have in your scene 10 ies Octane emitters (this is valid for all light types) and some mesh emitters you will get for example 6.3M samples seconds.
If you turn off the Octane emitters you will get 6.7M samples seconds (it's normal)
If you put these ies on a layer and turn it off you will get 8.7M samples seconds!!!

Then to get a realtime feedback it's preferable to built our mesh emitters, turn them as proxies, tweak power, color, orientation, etc....then turn off the proxy option.
In the case we have to use many ies emitters to orient them in different directions (museum) then we have to use them as proxies.


Try yourself with the attached scene.