OctaneRender® for 3ds max® v2.22.2 - 1.3 [OBSOLETE]

Forums: OctaneRender® for 3ds max® v2.22.2 - 1.3 [OBSOLETE]
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

Postby perro_abombao » Sun Apr 26, 2015 4:45 am

perro_abombao Sun Apr 26, 2015 4:45 am
Hi Jim.
When a material from local db is imported to max, some nodes are missing, and the name of material ...the same material in standalone works fine.

PD:in standalone is possible change the path for local DB...but here in max I can´t ..is Always ...users/xx/AppData/Roaming/OctaneRender/localDB..
my primary drive don't have much space for keep materials on it.. :cry:
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material editor.jpg
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

Postby JimStar » Sun Apr 26, 2015 6:25 am

JimStar Sun Apr 26, 2015 6:25 am
perro_abombao
Thank you for report. Will check it. Looks like the plugin does not know about Octane noise texture so far...

perro_abombao wrote:my primary drive don't have much space for keep materials on it.. :cry:
As a quick workaround - you can just make the link from this place to the folder on other drive. Like this:

Create e.g. the "D:\LocalDB" folder on your big drive, remove the "C:\Users\<user>\AppData\Roaming\OctaneRender\localDB" folder, and then run in Windows console:
Code: Select all
MKLINK /J "C:\Users\<user>\AppData\Roaming\OctaneRender\localDB" "D:\LocalDB"
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

Postby Goldisart » Sun Apr 26, 2015 9:12 am

Goldisart Sun Apr 26, 2015 9:12 am
no work AO Alpha shadow
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2015-04-26 12-00-42.png
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

Postby Tugpsx » Mon Apr 27, 2015 6:20 am

Tugpsx Mon Apr 27, 2015 6:20 am
Not sure why the device tab shows 2 sets of cards in the demo version.

MaxdemoError.JPG
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

Postby JimStar » Mon Apr 27, 2015 6:47 am

JimStar Mon Apr 27, 2015 6:47 am
Tugpsx wrote:Not sure why the device tab shows 2 sets of cards in the demo version.

Yes, I've seen this before.:)
This is a very old bug existing in prior versions - e.g. if you have render settings opened and change the render type combobox in Max render window, you get this doubled every time... Close-open the render-settings and all is OK again...
I'll have a look at it in later versions...
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

Postby 3dgeeks » Mon Apr 27, 2015 9:37 am

3dgeeks Mon Apr 27, 2015 9:37 am
Hi Jimstar,

Any chance you could make random color feature not change when file is reopened, and file is an xref?

For example we use random colors for our cars, and them xref them into our render file. Every time we render the cars change color.

Thanks
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

Postby Goldisart » Mon Apr 27, 2015 12:56 pm

Goldisart Mon Apr 27, 2015 12:56 pm
AO problem

hi - I have a big request is even possible to make the slider to add intensity to the AO to make an additional pass render elements THANK you
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2015-04-27 15-44-04 OctaneRender Viewport.png
2015-04-27 15-42-54 Render Setup  OctaneRender 2.22.2 - 1.3.png
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

Postby Goldisart » Mon Apr 27, 2015 1:05 pm

Goldisart Mon Apr 27, 2015 1:05 pm
hi - I have a big request is even possible to make the slider to add intensity to the AO to make an additional pass render elements THANK you
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2015-04-27 15-54-12 Render Setup  OctaneRender 2.22.2 - 1.3.png
2015-04-27 15-54-12 Render Setup OctaneRender 2.22.2 - 1.3.png (7.96 KiB) Viewed 4038 times
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

Postby ka-ra » Mon Apr 27, 2015 1:29 pm

ka-ra Mon Apr 27, 2015 1:29 pm
ka-ra wrote:Thanks for this new update

But still one more bug:

Render elements are rendering fine with octane render preview, but at render time a message appear:

Image

I have tested many things (change image name, absolute or relative path) but without success.

Thanks


I have investigate my problem and found this:

This error only appear when 3ds max convert locals paths to relative.
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Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]

Postby oguzbir » Mon Apr 27, 2015 1:56 pm

oguzbir Mon Apr 27, 2015 1:56 pm
Hi JimStar,

I was wondering if you could had a look at the problem with ornatrix hair thickness problem.
I'm really right in the middle of the project that involves heavy fur rendering. And using that thickness feature is must for me.
Converting the hair will terribly hard for me to render it. Or wont be able to render it at all..

If you could tell me when you have plans to investigate it, then I could find a way that I can resolve this just to sort out the project at hand.
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