I have a 1920x1080 image I put in my background by use of a daylight set to backplate.
I have another daylight set to main using a HDRI to light the scene and I´m rendering in a 1920x1080 octane viewport window.
So far so good.
But how can I match/fit my backplate image correctly to the render ...
Search found 97 matches
- Mon Jul 31, 2017 9:01 pm
- Forum: Autodesk 3Ds Max
- Topic: "use viewport background" option doesn't work?
- Replies: 20
- Views: 15784
- Mon Sep 05, 2016 10:24 am
- Forum: Autodesk 3Ds Max
- Topic: Render matte ids for AE
- Replies: 3
- Views: 1716
Re: Render matte ids for AE
You can´t.
This is one of the many problems Octane has since ever.
I prayed for a RGB Matte render element for about two years and gave up.
Apparently it is much more important to render hair und volumetrics.
You can use the render layer setup (under kernel) for masking objects, but you have to ...
This is one of the many problems Octane has since ever.
I prayed for a RGB Matte render element for about two years and gave up.
Apparently it is much more important to render hair und volumetrics.
You can use the render layer setup (under kernel) for masking objects, but you have to ...
- Fri Jan 22, 2016 11:33 am
- Forum: Bug Reports
- Topic: Missing Dll: octane3dsmax.dlr
- Replies: 2
- Views: 2499
Missing Dll: octane3dsmax.dlr
Ok, ich found out what seems to be the problem.
In most of my production files I get a error message when opening "Missing Dll: octane3dsmax.dlr".
Files that give me this error won´t work with the converter.
Even if I merge everything in to an new scene, f.e. my convert_test scene I uploaded here ...
In most of my production files I get a error message when opening "Missing Dll: octane3dsmax.dlr".
Files that give me this error won´t work with the converter.
Even if I merge everything in to an new scene, f.e. my convert_test scene I uploaded here ...
- Fri Jan 22, 2016 11:25 am
- Forum: Autodesk 3Ds Max
- Topic: buggy ass hell and almost nothing is supported
- Replies: 56
- Views: 24136
Re: buggy ass hell and almost nothing is supported
looks like we all stick with 1.9 version...lol~~~ that's a little bit shame on your dear otoy team...people just don't want to use latest version! and hell yeah,I stick with 1.9 forever cuz I never,never,never convert all damn fuvking GBs models again!! :twisted: :twisted: :twisted: Open Shader ...
- Sun Jan 10, 2016 1:25 pm
- Forum: Bug Reports
- Topic: Missing Dll: octane3dsmax.dlr
- Replies: 2
- Views: 2499
Missing Dll: octane3dsmax.dlr
Ok, ich found out what seems to be the problem.
In most of my production files I get a error message when opening "Missing Dll: octane3dsmax.dlr".
Files that give me this error won´t work with the converter.
Even if I merge everything in to an new scene, f.e. my convert_test scene I uploaded here, I ...
In most of my production files I get a error message when opening "Missing Dll: octane3dsmax.dlr".
Files that give me this error won´t work with the converter.
Even if I merge everything in to an new scene, f.e. my convert_test scene I uploaded here, I ...
- Sun Jun 28, 2015 5:08 pm
- Forum: Releases
- Topic: OctaneRender® for 3ds max® v2.23.2 - 2.0 [OBSOLETE]
- Replies: 67
- Views: 32237
Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]
Render Layer Mask
Is it possible to render this at the same time and get render element outputs?
1. Beauty
2. Layer Mask 1
3. Layer Mask 2
4. Layer Mask 3
Also, it would be great if we could name the ID's in the Octane Object Properties (Layer ID1 = Brick , Layer ID2 = Metal ...)
Or even better ...
Is it possible to render this at the same time and get render element outputs?
1. Beauty
2. Layer Mask 1
3. Layer Mask 2
4. Layer Mask 3
Also, it would be great if we could name the ID's in the Octane Object Properties (Layer ID1 = Brick , Layer ID2 = Metal ...)
Or even better ...
- Sun Jun 28, 2015 5:06 pm
- Forum: M is for Metaverse Gallery
- Topic: Minecraft world rendered with OctaneVR
- Replies: 6
- Views: 3752
Re: Minecraft world rendered with OctaneVR
Thank you !Rikk The Gaijin wrote:http://render.otoy.com/forum/viewtopic.php?f=98&t=46185DIO wrote: What?
I thought OctaneVR didn´t support the Oculus, only the samsung gear?
Since when is this working with the dk2 and how?
I searched but didn´t find the thread were this is described.

- Fri Jun 26, 2015 8:15 am
- Forum: Releases
- Topic: OctaneRender® for 3ds max® v2.23.2 - 2.0 [OBSOLETE]
- Replies: 67
- Views: 32237
Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]
Hi everyone,
first off all exuse me if this doesn´t exactly fit here and if I can´t stop talking about this. But I´m now trying
to adress specially you Jimstar and all other users here in this thread just to know whether I am the only one missing this feature or just don´t
get they way render layer ...
first off all exuse me if this doesn´t exactly fit here and if I can´t stop talking about this. But I´m now trying
to adress specially you Jimstar and all other users here in this thread just to know whether I am the only one missing this feature or just don´t
get they way render layer ...
- Thu Jun 25, 2015 2:42 pm
- Forum: M is for Metaverse Gallery
- Topic: Minecraft world rendered with OctaneVR
- Replies: 6
- Views: 3752
Re: Minecraft world rendered with OctaneVR
What?kozz76 wrote:I'm having so much fun rendering scenes with OctaneVR and viewing them in Oculus Rift.
I thought OctaneVR didn´t support the Oculus, only the samsung gear?
Since when is this working with the dk2 and how?
I searched but didn´t find the thread were this is described.
- Wed Jun 17, 2015 9:19 pm
- Forum: Autodesk 3Ds Max
- Topic: Render Layer Id / Render Layer mask
- Replies: 0
- Views: 1639
Render Layer Id / Render Layer mask
Please, can someone expain to me how this works, or is it still somehow broken?
Now we have this great render layer setup function. This works great in octane render viewport. For example in my attached renders
the ship has the object ID 2 in the octane properties, everthing else the default ...
Now we have this great render layer setup function. This works great in octane render viewport. For example in my attached renders
the ship has the object ID 2 in the octane properties, everthing else the default ...