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OctaneRender® for 3ds max® v2.23.2 - 1.7 [OBSOLETE]

Posted: Fri May 08, 2015 5:19 am
by JimStar
Don't switch the current critical projects to this major version, as you may need to re-tune the scene for them.

Changes since the 1.6 version
  • New 2.23.2 engine.
  • New "Cube map" camera modes added: now you can render different faces of cube map separately.
  • Fixed the bug with saving the values of "alpha shadow" and "keep environment".
  • The OctaneProxy unit scale is now respected if inserted from the OctaneProxy-file saved from plugin version 1.7 or later.
Changes of the 1.6 version
  • Added stereo mode for panoramic camera.
  • Added "Lock camera" feature to Octane viewport.
  • Fixed Octane viewport background bug.
Changes of the 1.5 version
  • New 2.23.1 engine (see the standalone changelog).
  • Added the "Cube map" camera mode.
  • Fixed the Octane viewport crash bug (thanks to Pancir).
  • Fixed hair&fur bug (thanks to oguzbir).
  • Fixed Octane render settings dialog bug (double rollouts in some cases).
  • Added some lost textures to the Octane material DB.
  • The Octane viewport passes rendering now respects the settings of current pass if they are set in render elements.
  • 3ds Max versions prior to 2012 and 32-bit versions are no longer supported.
  • Minor fixes and improvements...

DOWNLOAD
OctaneRender for 3ds Max 2.23.2 - 1.7 (11.5MB autoinstaller file)
OctaneRender for 3ds Max 2.23.2 - 1.7 DEMO (10.0MB autoinstaller file)

For network slave and daemon please download standalone installer here:
http://render.otoy.com/forum/viewtopic.php?f=24&t=46125


Yours,
The OctaneRender® Team.

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Fri May 08, 2015 8:32 am
by WhaleHunter
Awesome Jim. Thank you for the iterations.

I am wondering if you are able to address any itoo forest pro integration with Octane.
Such as the one listed here with an example scene:

http://render.otoy.com/forum/viewtopic. ... 20#p233208

I have the same issue.
It can be mitigated with a work around by checking "update animated geometry", though this is far from ideal as the render times on animation frames increase significantly due to time reloading large scenes each frame, where the forest objects should be treated as moveable proxies if they have the flag and are using custom high poly geometry. Treating this blockage unlocks many other animatable features of the itoo forest plugin for faster animations and allows forest's ability to camera clip huge forests.

Thanks.

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Fri May 08, 2015 9:00 am
by mbetke
Same here. I use animated wind effects on the ForestPackPro objects and it really loads for ever without the moveable proxy possibility. :-/

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Fri May 08, 2015 9:05 am
by oguzbir
Sorry My fault about v1.6 premutiply alpha bug report.
It worked after restart. Possibly a minor glitch...

Thank you for the frequent updates. They mean a lot.

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Fri May 08, 2015 9:23 am
by MistAjuliax
Thanks for new release, you're faster than lucky luke ;)

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Fri May 08, 2015 9:58 am
by Elvissuperstar007
Octane Render and Edge Mode

iToo
Re: Octane Render and Edge Mode
« Reply #1 on: December 19, 2014, 11:23:38 AM »
Quote
Hi, Edge mode is a feature that works at render time, removing elements which are outside of the scatter area. Therefore, it requires to implement a custom shader with certain capabilities, but actually only V-Ray allows that.

For other renderers, we have implemented an interface which can be used by the developers of these engines, to write its own shader. But since each render engine and company is different, that such feature is finally implemented will depend of them.

Sincerely, i doubt that Edge mode would be implemented in Octane, because our interface runs in CPU and cannot be executed from GPU engines. Anyway, we have sent the documentation to the Otoy team.

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Fri May 08, 2015 10:50 am
by 3dgeeks
Hi Jimstar, Love the updates, keep them coming.
Elvissuperstar007 wrote:Octane Render and Edge Mode

iToo
Re: Octane Render and Edge Mode
Agree with Elvis, we would be keen to see better integration of full features of forest. The guys over at itoo seem open to better coordination.

Have a good weekend

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Fri May 08, 2015 11:04 am
by Dom74
Hi Jimstar,
It seems that D.O.F. is not respected in render passes in octane viewport.

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Fri May 08, 2015 3:28 pm
by Elvissuperstar007
LIVE DB import material error http://c2n.me/3hoQbQl.jpg
crash 3ds max 2014
http://c2n.me/3hoP93c.jpg

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Sun May 10, 2015 6:26 pm
by coilbook
any plans for real flow mesh update fix still? Thanks