Hi there,
I recognized, that the Realflow Meshloader doesn´t update the mesh sequence with the Production Renderer (however the OctaneRender realtime viewport works fine) in 3dsmax 2014/2015.
Obviously the problem exists since Version 1.55a and occurs till 2.11.1a (the last version that worked properly was 1.55)
Realflow Meshloader Bug
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Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
Here is what i found nothing works I contacted nextlimit they said it is first time they heard about the bug
"09-06-2010, 08:53 PM
This sounds like a validity interval issue - I have seen the RealFlow mesh loader doing this, and I have seen mental ray doing this with other kinds of objects, but I don't have a precise solution, just some things you could try.
The idea is the following: Every object in Max (be it a primitive, a modifier, a material, a helper, a light etc.) defines something called a validity interval. It basically describes to Max for how long the respective object can be considered valid without the need for an update. This system allows Max to be "lazy" in updating object if they are not changing. For example, if you create a Box primitive that is not animated in any way, its validity is set to "Forever". If you keyframe its Height from frame 0 to frame 100 to change from 100 to 200, the validity interval will be collapsed to return the current time only within the range from 0 to 100, but would be valid before frame 0 and after frame 100 if Out Of Range types for the Height are set to keep the value constant (which is the default). So asking for the mesh to display or render outside of the interval from 0 to 100 would return the last known mesh and be faster. As mentioned, this applies to EVERY object in Max, and when you combine such objects, for example have a Box primitive with a Bend modifier and an animated material, the validity interval of the scene object becomes a combination of the validity intervals of all participating components. This usually leads to the object being force-refreshed on each time change.
So when a 3rd party object starts misbehaving because it doesn't tell the renderer that it must be updated on each frame, you might get an animation stuck on the last frame that got updated. A possible way to break the validity is to add a modifier (e.g Bend) to the modifier stack and set a key on the first frame with a value of 0 and another key on the last frame (or far far away in time, does not matter) also with 0. Although the Bend is not bending, its validity interval is collapsed to current time only because Max sees a keyframed track in it and assumes it needs to update the whole stack. If the validity interval is indeed the reason for the RealFlow mesher to not update, this should make it work again in mental ray.
If the cause is something else, then this would have no effect. In that case, let us (and Next Limt!) know that it is not working..."
"09-07-2010, 11:35 PM
I am jumping up for joy right now guys. I have a solution:
After giving up and trying to setup a scanline render, being very disapointed I re opened my old file and tried one last thing. I had forgotten I originally rendered out .rpf's because I was hoping to put motion blur on. I went back and changed my .pngs to rpfs and now the realflow mesh is working! Its a bit of a workaround, but it actually works.
I scoured the internet for the solution and the best info was bobos advice. Thats it! So if anyone else has the same problem hopefully they find this thread.
This is quite spooky. Do you have any extra channels in the RPF? Like Velocity etc.?
One way or another, be sure to report this to Next Limit. It is their problem in the end."
"09-06-2010, 08:53 PM
This sounds like a validity interval issue - I have seen the RealFlow mesh loader doing this, and I have seen mental ray doing this with other kinds of objects, but I don't have a precise solution, just some things you could try.
The idea is the following: Every object in Max (be it a primitive, a modifier, a material, a helper, a light etc.) defines something called a validity interval. It basically describes to Max for how long the respective object can be considered valid without the need for an update. This system allows Max to be "lazy" in updating object if they are not changing. For example, if you create a Box primitive that is not animated in any way, its validity is set to "Forever". If you keyframe its Height from frame 0 to frame 100 to change from 100 to 200, the validity interval will be collapsed to return the current time only within the range from 0 to 100, but would be valid before frame 0 and after frame 100 if Out Of Range types for the Height are set to keep the value constant (which is the default). So asking for the mesh to display or render outside of the interval from 0 to 100 would return the last known mesh and be faster. As mentioned, this applies to EVERY object in Max, and when you combine such objects, for example have a Box primitive with a Bend modifier and an animated material, the validity interval of the scene object becomes a combination of the validity intervals of all participating components. This usually leads to the object being force-refreshed on each time change.
So when a 3rd party object starts misbehaving because it doesn't tell the renderer that it must be updated on each frame, you might get an animation stuck on the last frame that got updated. A possible way to break the validity is to add a modifier (e.g Bend) to the modifier stack and set a key on the first frame with a value of 0 and another key on the last frame (or far far away in time, does not matter) also with 0. Although the Bend is not bending, its validity interval is collapsed to current time only because Max sees a keyframed track in it and assumes it needs to update the whole stack. If the validity interval is indeed the reason for the RealFlow mesher to not update, this should make it work again in mental ray.
If the cause is something else, then this would have no effect. In that case, let us (and Next Limt!) know that it is not working..."
"09-07-2010, 11:35 PM
I am jumping up for joy right now guys. I have a solution:
After giving up and trying to setup a scanline render, being very disapointed I re opened my old file and tried one last thing. I had forgotten I originally rendered out .rpf's because I was hoping to put motion blur on. I went back and changed my .pngs to rpfs and now the realflow mesh is working! Its a bit of a workaround, but it actually works.
I scoured the internet for the solution and the best info was bobos advice. Thats it! So if anyone else has the same problem hopefully they find this thread.
This is quite spooky. Do you have any extra channels in the RPF? Like Velocity etc.?
One way or another, be sure to report this to Next Limit. It is their problem in the end."
Saving as an RPF sequence doesn't update the realflow mesh for me. I don't know why it would... and it doesn't. Anything else that we can do? I've tried doing a batch render for each frame which was a PIA and also tried creating mesh snapshots of each frame, but then I'd have to hide and unhide them every frame which also would be a lot of work.
Script at the bottom of this page works great 
https://corona-renderer.com/forum/index ... pic=3541.0

https://corona-renderer.com/forum/index ... pic=3541.0
is this script for corona only. and if i can use it for octane how do i use it just Run script first?Rico_uk wrote:Script at the bottom of this page works great
https://corona-renderer.com/forum/index ... pic=3541.0
thanks