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OctaneRender® for 3ds max® v2.23.2 - 2.2 [OBSOLETE]

Posted: Tue Jul 07, 2015 4:43 am
by JimStar
Changes of the 2.2 version
  • Minor fixes and improvements... No new features, working on making this branch stable...

Changes of the 2.1 version
  • Fixed the bug: the assignment to the complex Octane node parameters from MaxScript did not work. Now you can use MaxScript constructions like

    Code: Select all

    sceneMaterials.Some____Glossy_material.diffuse_tex = RGBSpectrum_Texture()
  • Fixed the render-settings dialog spinners bug.
  • Fixed the issue when some materials did not load from LiveDB.
  • Made the Octane image textures' filepath buttons to have the standard assets menu.
  • Minor fixes and improvements...
Changes of the 2.0 version
  • Implemented the MaxScript support for Octane render settings.
    Big refactoring has been made to achieve this (together with refactoring described in bullet #4), the Octane scene data format has been changed significantly enough to not be able to have the old scenes converted "on the fly". So the scenes made in previous Octane plugin versions will be incompatible with plugin versions starting from this major 2.0 version. Don't switch the current critical projects to this version.
  • Any changes of Octane parameters from inside MaxScript are instantly reflected in UI of rendersettings dialog (if opened).
  • Changed the "filename" parameter type of Octane nodes: now it has the same standard "filepath" type as the same parameters in other 3ds Max native nodes and can be easily accessed from MaxScript.
  • Fully refactored the Octane nodes' parameter ID generation algorithm: the new algorithm allows to easily extend Octane nodes inside 3ds Max by additional plugin-specific parameters in future. Thanks to this change the next feature is already implemented:
  • Added the camera mapping support to Octane image textures. See the new "Camera mapped" checkbox in Octane image textures properties.
  • Octane GPU config now can be stored with scene and accessed from MaxScript.
  • Minor fixes of Octane viewport.
  • "Elements Active" checkbox in render-elements settings is now respected by Octane.
  • Fixed one more Octane proxy preview scaling issue: in the case the scene unit scale was adopted from loaded file having proxies in it.
  • Other fixes and improvements...

DOWNLOAD
THIS MAJOR VERSION'S SCENE FORMAT IS NOT COMPATIBLE WITH PRE-2.0 PLUGIN VERSIONS! DON'T SWITCH THE CURRENT CRITICAL PROJECTS TO THIS AND LATER RELEASES!!!
Read the changelog of this 2.X branch and discussions in previous threads of 2.X versions.
You can use the materials export/import to/from LocalDB to transfer the materials between 1.X branch versions and current versions.

OctaneRender for 3ds Max 2.23.2 - 2.2 (12.7MB autoinstaller file)
OctaneRender for 3ds Max 2.23.2 - 2.2 DEMO (11.2MB 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 - 2.2 [TEST]

Posted: Tue Jul 07, 2015 5:10 am
by Goldisart
old problems remain

Re: OctaneRender® for 3ds max® v2.23.2 - 2.2 [TEST]

Posted: Tue Jul 07, 2015 8:35 am
by nikostap
Render is Failied. gtx 680 max 2014, one texture in the scene . tif.
CUDA error 719 on device 0: An exception occurred on the device while executing a kernel. The context cannot be used anymore and must be destroyed. All existing device memory allocations from this context are invalid and must be reconstructed.
-> failed to allocated device memory
device 0: failed to upload data texture 4 of context 0

Re: OctaneRender® for 3ds max® v2.23.2 - 2.2 [TEST]

Posted: Tue Jul 07, 2015 11:09 am
by Norman_Stansfield
I just wanted to know if velocity channel from .bin files with changing topology (or alembic, or xmesh) is available for octane to apply motion blur. Right now it seems impossible, and the only solution is multipass render (standard camera moblur sampling) or postproduction motionblur (like reelsmart moblur).

Re: OctaneRender® for 3ds max® v2.23.2 - 2.2 [TEST]

Posted: Tue Jul 07, 2015 12:54 pm
by HHbomb
hello Jim
I have a new project to do, and it could take several months to achieve.
Is it a good idea to use version 2 of the plugin ? Can we consider that all we do from now with it will be compatible with next versions ? even version 3 ?

Thanks.

Re: OctaneRender® for 3ds max® v2.23.2 - 2.2 [TEST]

Posted: Tue Jul 07, 2015 7:01 pm
by mikinik
I can not install on 3DS Max 2016. installer again broken?
current version 2.23.2 - 2.2. this installer for 3DS Max 2016 installs a version 2.23.2 - 2.1

Re: OctaneRender® for 3ds max® v2.23.2 - 2.2 [TEST]

Posted: Tue Jul 07, 2015 7:39 pm
by JimStar
mikinik
No, there are no problems with installer, it installs 2.2 version. I just forgot to increment the version number itself, thanks for report.
Will replace the download links little later...

Re: OctaneRender® for 3ds max® v2.23.2 - 2.2 [TEST]

Posted: Tue Jul 07, 2015 7:45 pm
by mikinik
ok. thanks.

Re: OctaneRender® for 3ds max® v2.23.2 - 2.2 [TEST]

Posted: Tue Jul 07, 2015 8:56 pm
by JimStar
HHbomb wrote:hello Jim
I have a new project to do, and it could take several months to achieve.
Is it a good idea to use version 2 of the plugin ? Can we consider that all we do from now with it will be compatible with next versions ? even version 3 ?
So far there is no guarantee that these TEST-versions will not change. I don't think it's a good idea to start the big project on it, at least so far...

Re: OctaneRender® for 3ds max® v2.23.2 - 2.2 [TEST]

Posted: Tue Jul 07, 2015 9:13 pm
by JimStar
Norman_Stansfield wrote:I just wanted to know if velocity channel from .bin files with changing topology (or alembic, or xmesh) is available for octane to apply motion blur. Right now it seems impossible, and the only solution is multipass render (standard camera moblur sampling) or postproduction motionblur (like reelsmart moblur).
This is exactly the problem mikinik is stuck with the motion blur in his scene - as I already wrote in previous thread the mesh topology is not constant, and Octane engine can't calculate vertex motion blur for the meshes with non-constant topology.
The only way here - make the approximation of the motion blur using vertices velocities data. And some other host-applications may have this data and can export it to alembic. But I don't see this data present in 3ds Max scenes - the meshes do not have the native velocities data channel for vertices (at least I've not found it in Max SDK).
So, the main question here is: how can you set this data channel in 3ds Max to the mesh? If you can - perhaps I can try to access it from the plugin and set this data to Octane engine...