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Author Topic: 3dsmax 2014  (Read 7682 times)

halil

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3dsmax 2014
« on: March 30, 2013, 11:45:43 AM »
Hi...

I've just installed max 2014 for testing purposes and copied forestpack.dlo to the plugins... vola it works, at least max did not give any plugin error. Things work fine during the production phase but when it comes to rendering it works fine with scanline but gives an error in mental ray which is :

SYSTEM: Production renderer is changed to NVIDIA mental ray. Previous messages are cleared.
MSG  0.0      9 MB error: Custom translation interface for mtl/tex '  ( Forest Geom )': Shader declaration "fs_geom3" not found.
MSG  0.0      9 MB error: Custom translation of instance 'Forest001': failed to translate the geometry shader.

than I copied the FShader3.dll and startup scripts to the related folders..  but it still gives the same error. Am I still missing something or FP will support max 2014 in an upcoming version?

iToo

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Re: 3dsmax 2014
« Reply #1 on: March 30, 2013, 01:26:05 PM »
You must install the shader descriptor as well (FShader3.mi).

Anyway, it is not necesary to copy the files manually. Just select Max 2013 in the setup program, but choosing the Max 2014 folder. The binaries are compatible.
Carlos Quintero
iToo Software

halil

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Re: 3dsmax 2014
« Reply #2 on: March 30, 2013, 02:01:32 PM »
Ok, I've installed and everything works fine. Thx..

halil

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Re: 3dsmax 2014
« Reply #3 on: March 30, 2013, 02:42:42 PM »
Well... seems like working fine but rendering times are 10 to 100 times slower. even a simple grass lane 130x200 cm with default settings (mr sun- mr sky and mr photographic exposure with a draft fg) 640 x 480 resolution takes about half an hour on 3600K with 16gb ram. Please let me know if you have similar situations. I feel like a SP for 2014 is on the way :).

iToo

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Re: 3dsmax 2014
« Reply #4 on: March 30, 2013, 02:55:40 PM »

I will try it as soon as we receive our Max 2014 license.

Carlos Quintero
iToo Software

iToo

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Re: 3dsmax 2014
« Reply #5 on: April 04, 2013, 09:23:03 PM »

I can confirm Mental Ray in 2014 seems slower preparing the scene for rendering. We should wait and see.

No problems in VRay, by the way.

« Last Edit: April 04, 2013, 09:26:59 PM by iToo »
Carlos Quintero
iToo Software

iToo

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Re: 3dsmax 2014
« Reply #6 on: May 02, 2013, 12:36:39 PM »

It seems the new Unified Sampling method might help in this case. You can more information here:

http://area.autodesk.com/forum/autodesk-3ds-max/autodesk-3ds-max--3ds-max-design-2014/rendering-speed/

Carlos Quintero
iToo Software

KShane

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Re: 3dsmax 2014
« Reply #7 on: May 17, 2013, 05:32:03 PM »
Even after playing with the unified sampling numbers, I am having renders take nearly twice as long, at least a 1/3 longer. Any reason or fix for this?

thanks,
S

iToo

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Re: 3dsmax 2014
« Reply #8 on: May 17, 2013, 05:52:55 PM »

I'm sorry, but it seems that Autodesk have introduced many changes in Mental Ray with Max 2014. There is not much documentation about it, so we don't know if the current build is faulty, or now Mental Ray works in a different way. We must wait and see.

In any case, we cannot do anything about it. The Forest shader for this engine is exactly the same than previous versions.

Carlos Quintero
iToo Software

SL1186

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Re: 3dsmax 2014
« Reply #9 on: May 28, 2013, 02:53:05 AM »
Yes this is currently a major issue. The render time would be impossible for complex scenes I have been doing in 2013. I look forward to it being updated and will have to stick to 2013 in the mean time.
Another issue I found during my tests was when I chose one of the standard groundcovers from the libaray it took over the default card object when I made a new forest set. This meant all the setting where for the groundcover when I was wanting trees. The only way to get around it was to restart MAX.

iToo

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Re: 3dsmax 2014
« Reply #10 on: May 29, 2013, 09:01:34 AM »

I move the library issue to a new post: http://www.itoosoft.com/forum/index.php?topic=1600.0

Carlos Quintero
iToo Software