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3ds max - RGB Image sequence ignores playback rate + holds frames before start frame even when loop is enabled

Posted: Fri May 29, 2026 9:30 am
by HenrikBC
I'm trying the Octane demo (OctaneRender_Demo_2026_2_for_3dsmax_v26.6.exe) for 3ds max 2026 and ran into some issues:

1. RGB Image sequence playback rate value is stuck at 1.0. I tried setting it to 0.5, 2.0, 3.0 - any value will pop back to 1.0 once I scrub the timeline. Demo limitation or random bug?
2. And when I set start frame to 50 and enable Loop, the first 50 frames are simply holding, instead of expected result of frames being wrapped around to start (animation on all frames). I can mitigate this by setting start frame to (minus full sequence length minus start frame I want), but feels a bit superfluous.

Re: 3ds max - RGB Image sequence ignores playback rate + holds frames before start frame even when loop is enabled

Posted: Wed Jun 03, 2026 9:00 am
by paride4331
Hi HenrikBC,
Could you please check the issue using this updated version of the demo?
https://render.otoy.com/plugindownloads/54/97/47/46/OctaneRender_Demo_2026_2_for_3dsmax_v26.7.exe
If the issue still persists, could you share a scene where it occurs so we can reproduce it?
Regards
Paride

Re: 3ds max - RGB Image sequence ignores playback rate + holds frames before start frame even when loop is enabled

Posted: Wed Jun 03, 2026 10:02 am
by HenrikBC
Just installed and tested with new version you linked. Same issues - playback rate ignored + start frame set to 50 will freeze frame 0-49 even when Loop is enabled.
Give me an email address and I'll send you a zipped max scene example. :)

Re: 3ds max - RGB Image sequence ignores playback rate + holds frames before start frame even when loop is enabled

Posted: Mon Jun 15, 2026 4:38 am
by katarina8
It's possible that the current demo or build of OctaneRender isn't fully stable with Autodesk 3ds Max. It's probably best to wait for a patch or ask the developer directly.

Re: 3ds max - RGB Image sequence ignores playback rate + holds frames before start frame even when loop is enabled

Posted: Mon Jun 22, 2026 10:05 am
by paride4331
Hi HenrikBC,
Send me a WeTransfer-like link in a private message (PM).
Regards
Paride

Re: 3ds max - RGB Image sequence ignores playback rate + holds frames before start frame even when loop is enabled

Posted: Mon Jun 22, 2026 10:57 am
by paride4331
Hi HenrikBC,
I’m not sure I completely got your issue, but I tested it and everything seems fine on my side.
Regards
Paride
Anim_.mp4
(17.87 MiB) Downloaded 53 times

Re: 3ds max - RGB Image sequence ignores playback rate + holds frames before start frame even when loop is enabled

Posted: Tue Jun 23, 2026 10:37 am
by HenrikBC
Hi Paride

In your own example scene, try doing the following:
1. Set your Image RGB "Seq. playback rate" option to anything other than 1.0 - and drag the time slider. When I do it, the playback rate snaps back to 1.0 (instead of 2.0, 0.5, etc.).
2. Set start frame to 50 and enable Loop - and drag the time slider. In my case, the first 50 frames are simply holding, instead of looping (which is what they should be doing).

Do you get the same results?

Re: 3ds max - RGB Image sequence ignores playback rate + holds frames before start frame even when loop is enabled

Posted: Mon Jun 29, 2026 9:27 am
by paride4331
Hi HenrikBC,
Here's for you.
Regards
Paride
anim_.mp4
(11.82 MiB) Downloaded 32 times

Re: 3ds max - RGB Image sequence ignores playback rate + holds frames before start frame even when loop is enabled

Posted: Tue Jun 30, 2026 12:23 pm
by HenrikBC
@Paride: Try setting the Start frame to 50 inside the RGB Image texture - not in the timeline. And try setting another playback rate for the RGB Image texture (eg. 2.0 instead of 1.0).

Re: 3ds max - RGB Image sequence ignores playback rate + holds frames before start frame even when loop is enabled

Posted: Mon Jul 06, 2026 8:00 am
by paride4331
Hi HenrikBC,
You're right, something seems to have gone wrong. I've reported the issue to the developers.
Regards
Paride