Hey
Is there a way to get Octane to display animated texture in the viewport
I have attached here a little viewport preview.
Where the left Cat is a Octane diffuse material with the animated texture in the Diffuse.
And right is a standard material with the same animated texture in the diffuse slot.
Standard material updates fine in the viewport while the octane one aint.
i have also tried applying the animated texture in the "standard texture slot" in the octane material.
Any ideas?
Side note:
I am using 3ds max 2016
Octane 3.04.3
Octane 3ds max plugin 4.25 and tried the latest 4.30
windows 10 x64
Cheers
-Mats
Viewport - Animated texture
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- cat_texture.mov
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- paride4331
- Posts: 3808
- Joined: Fri Sep 18, 2015 7:19 am
Hi stir,
I have attached a .max file. Could you try it?
Regards
Paride
I have attached a .max file. Could you try it?
Regards
Paride
- Attachments
-
- test.zip
- (3.86 MiB) Downloaded 287 times
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
paride4331 wrote:Hi stir,
I have attached a .max file. Could you try it?
Regards
Paride
Thanks for helping.
But sadly, its the same issue in that max file.
The texture don't animate in the viewport

If you are talking about the "sequence" checkbox when picking your bitmaps, then yes. Thats ofcource checkedGoldisart wrote:use the sequence of pictures in the material, then there will be caching

-Mats
- paride4331
- Posts: 3808
- Joined: Fri Sep 18, 2015 7:19 am
Hi stir,
It runs, i just made a test video
regards
Paride
It runs, i just made a test video
regards
Paride
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- video.rar
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2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Ye it works in the "Active render"
But my problem is that it doesn't work in the viewport. The actual viewport where you model and animate and all that stuff.
And when it doesn't work in the viewport then it doesnt work in the "viewport preview" aka "playblast"
Just find it a bit strange since all other render engines i have tried are able to.
in Octanes defence they are CPU renders (Vray, corona, maxwell, scanline and mentalray)
So maybe it has to do with how Octane shaders are build because of the gpu .
anyways, thanks for trying
-Mats
But my problem is that it doesn't work in the viewport. The actual viewport where you model and animate and all that stuff.
And when it doesn't work in the viewport then it doesnt work in the "viewport preview" aka "playblast"
Just find it a bit strange since all other render engines i have tried are able to.
in Octanes defence they are CPU renders (Vray, corona, maxwell, scanline and mentalray)
So maybe it has to do with how Octane shaders are build because of the gpu .
anyways, thanks for trying

-Mats
- paride4331
- Posts: 3808
- Joined: Fri Sep 18, 2015 7:19 am
Hi stir,
What do you need to have it in 3dsMax viewport is Octane render is real time?..
Regards
Paride
What do you need to have it in 3dsMax viewport is Octane render is real time?..
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
One reson is when we need to render out a quick preview to client, just to get a go on the animation, layout and things like that.
This scene as it is now will take 3min for each frame to render.
At 1280p resolution, 15samples.
Since the samples and resolution is so low its abvious that it is the scene calculation that takes the majority of the time at this point.
Rendering out a viewport preview takes no more then a second each frame.
So you can clearly see benefits on using viewport preview aka playplast instead of trying to render it out.
You have the active render ofcource, but that cant output the animation to be sendt to a client.
It also just feels better to have it display correctly in the viewport.
It feels a bit cumbersom to need to open and keep the active render running at all times.
-Mats
This scene as it is now will take 3min for each frame to render.
At 1280p resolution, 15samples.
Since the samples and resolution is so low its abvious that it is the scene calculation that takes the majority of the time at this point.
Rendering out a viewport preview takes no more then a second each frame.
So you can clearly see benefits on using viewport preview aka playplast instead of trying to render it out.
You have the active render ofcource, but that cant output the animation to be sendt to a client.
It also just feels better to have it display correctly in the viewport.
It feels a bit cumbersom to need to open and keep the active render running at all times.
-Mats
- paride4331
- Posts: 3808
- Joined: Fri Sep 18, 2015 7:19 am
Hi stir,
I see, I do not know about your animation details and Kernel settings, if you only need images to something like a storyboard,
you could use DL+AO, reduce to 1 spec depth, depth diff, glossy dept and increase them as you need step by step; max paral sample as you can.
This could significantly reduce the time of your render.
I hope to be an help
Regards
Paride
I see, I do not know about your animation details and Kernel settings, if you only need images to something like a storyboard,
you could use DL+AO, reduce to 1 spec depth, depth diff, glossy dept and increase them as you need step by step; max paral sample as you can.
This could significantly reduce the time of your render.
I hope to be an help
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid