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Making the switch to 3
Posted: Tue Sep 13, 2016 1:18 pm
by DartFrog
Is Octane 3.x worth using now? I've been using 2.23-1.9 for what seems like a year. 2.24+ was weird so our team didn't use it much. Is 3.x stable and functional enough to bring into a workplace? What new killer features are there compared to 2.23?
Re: Making the switch to 3
Posted: Tue Sep 13, 2016 5:53 pm
by Goldorak
New features in 3.0:
viewtopic.php?f=33&t=51679
Some recent news on the 3.0 Max plug-in development/roadmap:
viewtopic.php?f=27&t=56259
TL;DR are working on getting material conversion to 2.23->3.x to work seamlessly as soon as possible. This will make the switch to V3 easy. There are important 3.x features are still to come in the 3.1 update (OSL shaders, adaptive sampling, imager/module SDK, headless rendering, native bone/skin support, and much more using OSL as a foundation for improvements to AOV, post processing et al.).
Re: Making the switch to 3
Posted: Wed Sep 14, 2016 6:52 am
by voltaire585
Ok great, i really will look forward to some adaptive sampling to remove noise. It will make complex interior rendering animation feasible.

Re: Making the switch to 3
Posted: Wed Sep 14, 2016 7:31 am
by Goldorak
Yep!.
Re: Making the switch to 3
Posted: Thu Sep 15, 2016 9:54 am
by acc24ex
started the lastest octane kernel on max 2017 - everything updated - and got 2 sever identical PC crashes - the computer went click, and shut down.. same scene on 2015. 2.21.1 didn't do that - also, slower.. not sure anyome if it's max or octane ..
- either way, I feel I'm gonna be stuck on old kernel for a while now
Re: Making the switch to 3
Posted: Thu Sep 15, 2016 11:06 am
by ahooo
Is it possible to have both Octane 2 and 3 for 3ds max installed at the same time?
Re: Making the switch to 3
Posted: Fri Sep 16, 2016 1:29 am
by azen
ahooo wrote:Is it possible to have both Octane 2 and 3 for 3ds max installed at the same time?
Hi,
You cannot have more than one version of the 3ds max plugin installed for the, same version of 3ds Max, at the same time. For some users who need this, the may install V2 for, lets say, 3DS Max 2015, while installing the V3 plugin for 3DS Max 2016.
Re: Making the switch to 3
Posted: Fri Sep 16, 2016 1:42 am
by coilbook
DartFrog wrote:Is Octane 3.x worth using now? I've been using 2.23-1.9 for what seems like a year. 2.24+ was weird so our team didn't use it much. Is 3.x stable and functional enough to bring into a workplace? What new killer features are there compared to 2.23?
we've been using for animations v3 and we love it. Now we can do smoke, fire and fog. It is stable, not like 1.9 but it is getting there. We use it for animations only, I would say 85%
Problem is you must redo all the texture
Re: Making the switch to 3
Posted: Fri Sep 16, 2016 1:45 am
by coilbook
acc24ex wrote:started the lastest octane kernel on max 2017 - everything updated - and got 2 sever identical PC crashes - the computer went click, and shut down.. same scene on 2015. 2.21.1 didn't do that - also, slower.. not sure anyome if it's max or octane ..
- either way, I feel I'm gonna be stuck on old kernel for a while now
i've been having all these problems when master had the newest driver like 372. When I install 362 on master and 372 on slaves it works fine, Problem is when we get pascals for master we must switch to newest drivers, Hopefully by then nvidia and octane can fix pc crashes
Re: Making the switch to 3
Posted: Fri Sep 16, 2016 4:20 am
by azen
coilbook wrote:DartFrog wrote:Is Octane 3.x worth using now? I've been using 2.23-1.9 for what seems like a year. 2.24+ was weird so our team didn't use it much. Is 3.x stable and functional enough to bring into a workplace? What new killer features are there compared to 2.23?
we've been using for animations v3 and we love it. Now we can do smoke, fire and fog. It is stable, not like 1.9 but it is getting there. We use it for animations only, I would say 85%
Problem is you must redo all the texture
The new developer is currently putting in work testing out a one-factor conversion solution built directly into the plugin. This was initially dismissed as being impossible to get working, but the new 3ds Max developer has made some headway into getting something working. We will see how that goes. Worse comes to worse, we could at least make the current two factor approach working internally perhaps - there are major advantages to working inside the plugin itself, as opposed to the external approach that has been the norm up to this point.