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OctaneRender® for 3ds max® v2.04

Posted: Fri Jul 25, 2014 6:53 am
by Karba
Main changes since version 2.03
  • Added new parameter "GI Clamp" to the path-tracing and the PMC kernels. It clamps the contribution for each path to the specified value. By reducing the "GI clamp" value, you can reduce the amount of fireflies caused by sparse but very strongly contributing paths. Reducing this value reduces noise by removing energy. On the other hand, "caustic blur" reduces noise by blurring caustics, but conserves energy.
  • Fixed some visible gaps between displacement triangles.
  • Fixed update problems when sub-sampling is used.
  • Fixed incorrect brightness when sub-sampling was used and the minimum display samples was > 1.
  • Enable log flag "netRender" in release builds. Should be used to help us debugging net rendering, particularly the cases where maximum samples are never finished. I will write a separate post about this.
  • Port to Max buffer button works again.
  • standard hair and fur support by the same way as all other renders. Don't forget to set hair and fur effect to geometry type. In old 3dsmax versions octane viewport may not work with hair, use production render (render button/F9)

DOWNLOAD
Installer http://render.otoy.com/plugindownloads/ ... p_2_04.zip (30MB ZIP File)

For network slave and daemon please download standalone installer here
http://render.otoy.com/forum/viewtopic.php?f=24&t=41308

Yours,
The OctaneRender® Team.

Re: OctaneRender® for 3ds max® v2.04

Posted: Fri Jul 25, 2014 7:14 am
by akira
Thank you master Karba!

Re: OctaneRender® for 3ds max® v2.04

Posted: Fri Jul 25, 2014 7:27 am
by HHbomb
can't wait to test ! :-)

Re: OctaneRender® for 3ds max® v2.04

Posted: Fri Jul 25, 2014 9:17 am
by Metalkid1974
Hair still doesn't seem to work. The only difference I can spot from v 2.03 is that there no longer seems to be an option to enable hair rendering. Am I missing something?

Re: OctaneRender® for 3ds max® v2.04

Posted: Fri Jul 25, 2014 9:57 am
by Karba
Metalkid1974 wrote:Hair still doesn't seem to work. The only difference I can spot from v 2.03 is that there no longer seems to be an option to enable hair rendering. Am I missing something?
Have you set Hair and Fur effect to geometry type?
It should work in production render (render button or F9) in 3dsmax 2013-2014
and in octane viewport in 2015 (not sure about 2014)

Re: OctaneRender® for 3ds max® v2.04

Posted: Fri Jul 25, 2014 10:09 am
by HHbomb
Hello Karba, with maxdesign2014 Hairs are rendered in production render, not in viewport.
another thing : when "use viewport background" is checked, background image don't appear in Octane viewport.

Re: OctaneRender® for 3ds max® v2.04

Posted: Fri Jul 25, 2014 10:16 am
by HHbomb
In maxdesign2015 hairs works fine in viewport, no need to switch to "geometry", it works with "buffer" too.

Re: OctaneRender® for 3ds max® v2.04

Posted: Fri Jul 25, 2014 11:11 am
by Metalkid1974
Karba wrote:
Metalkid1974 wrote:Hair still doesn't seem to work. The only difference I can spot from v 2.03 is that there no longer seems to be an option to enable hair rendering. Am I missing something?
Have you set Hair and Fur effect to geometry type?
It should work in production render (render button or F9) in 3dsmax 2013-2014
and in octane viewport in 2015 (not sure about 2014)
I had not set it to geo, no. When set to geometry it renders in production render, but not i viewport. FYI: I use max 2012 64.
I guess that solves it then - thanx for the feedback and the general awesomeness of the software. :)

Re: OctaneRender® for 3ds max® v2.04

Posted: Fri Jul 25, 2014 1:17 pm
by gabrielefx
Bug.

this scene doesn't start (created with Octane for Max 2.01)
Max 2014
4 x Titans
Nvidia 337.88

regards

Re: OctaneRender® for 3ds max® v2.04

Posted: Fri Jul 25, 2014 2:09 pm
by HHbomb
Hi gabrielefx, I have opened your scene and no problem if I enable the lights.