I've been testing out the Octane stereo cubemaps and I'm blown away!
However, one thing is causing me a few problems: when I've got an object fairly close to camera (about half a meter away in real-life terms), if I stick with the default eye seperation settings I end up with double vision when ...
Search found 29 matches
- Thu May 14, 2015 1:44 pm
- Forum: OctaneVR Questions & Discussion
- Topic: Cross-eyed effect on models close to camera
- Replies: 6
- Views: 4888
- Wed Apr 29, 2015 1:15 pm
- Forum: Works In Progress
- Topic: HDRi contest - Peter Guthrie & tomGlimps (winners announced)
- Replies: 94
- Views: 65457
Re: HDRi contest WIP Peter Guthrie & tomGlimps (Octaned!)
Erm, whoops, I think I may have somewhat offtopic-ed this particular competition, as I didn't see the "architectural" requirement until I'd finished the image.
There's a structure as a key part of the image, but it's not a land-based structure as such...
Octane-HDRI-Contest.jpg
Feel free to ...
There's a structure as a key part of the image, but it's not a land-based structure as such...
Octane-HDRI-Contest.jpg
Feel free to ...
- Tue Jan 06, 2015 1:57 pm
- Forum: General Discussion
- Topic: How to rescue scene with too many textures?
- Replies: 2
- Views: 1297
Re: How to rescue scene with too many textures?
Jaw drops
It was?
Oh my god.
Heading off to try it now! Thanks!
(I have tried the scene, but I saw a few missing textures and assumed that was a result of hitting the texture limit. But if there's no longer a numerical limit then it must have just been screwed up material imports!)
It was?
Oh my god.
Heading off to try it now! Thanks!
(I have tried the scene, but I saw a few missing textures and assumed that was a result of hitting the texture limit. But if there's no longer a numerical limit then it must have just been screwed up material imports!)
- Mon Jan 05, 2015 2:12 pm
- Forum: General Discussion
- Topic: How to rescue scene with too many textures?
- Replies: 2
- Views: 1297
How to rescue scene with too many textures?
I've got a legacy project that I was hoping to re-render in Octane - however, thanks to its game roots it has faaaaar too many textures per scene for Octane to handle. (Up to 400 or so textures in a scene). It's based in 3DSMax but I can always output to other formats.
I don't really have the time ...
I don't really have the time ...
- Thu Dec 04, 2014 4:02 pm
- Forum: General Discussion
- Topic: Self-illuminated, non-lightcasting material?
- Replies: 2
- Views: 3658
Self-illuminated, non-lightcasting material?
I'm wondering if there's a way in Octane to create a material which will self-illuminate, but won't illuminate other objects around it?
The use case: I'm creating a comic-style project which has the lettering and speech as actual 3D objects inside the world. I want them to cast shadows and be ...
The use case: I'm creating a comic-style project which has the lettering and speech as actual 3D objects inside the world. I want them to cast shadows and be ...
- Sat Nov 15, 2014 12:18 pm
- Forum: General Discussion
- Topic: 8x780's or 4xTITAN Z?
- Replies: 8
- Views: 2451
Re: 8x780's or 4xTITAN Z?
What's the most recommended external GPU box these days? They seem to be somewhat tricky to spec out.
- Tue Nov 04, 2014 12:20 pm
- Forum: Development Build Releases
- Topic: OctaneRender™ Standalone 2.11.1
- Replies: 102
- Views: 38267
Re: OctaneRender™ Standalone 2.11.1
This is an amazing release, guys. Nice work! The speed's blistering.
However, I can't use it for production at the moment because I'm having the LUA crash issue too. I've set the scripts directory (does it have to be a specific directory?) but Octane still crashes as soon as I select any of the ...
However, I can't use it for production at the moment because I'm having the LUA crash issue too. I've set the scripts directory (does it have to be a specific directory?) but Octane still crashes as soon as I select any of the ...
- Mon Jun 02, 2014 6:31 pm
- Forum: Lua Scripting
- Topic: Render and save to PNG all render targets
- Replies: 71
- Views: 62096
Re: Render and save to PNG all render targets
Fantastic script!
Quick question - is there any way to use this to handle animation? If there was some way to set a time range and FPS for each render target, that would be phenomenal.
Quick question - is there any way to use this to handle animation? If there was some way to set a time range and FPS for each render target, that would be phenomenal.
- Mon Jun 02, 2014 6:11 pm
- Forum: Autodesk 3Ds Max
- Topic: Alembic from Max to standalone
- Replies: 7
- Views: 3061
Re: Alembic from Max to standalone
OK, I've now tested the export from Max, and it's great!
Only one issue - it seems that it only exports a single camera?
Is there any way to export multiple cameras without exporting the scene multiple times? I've tried exporting them through Exocortex Crate, but sadly it only recognises ...
Only one issue - it seems that it only exports a single camera?
Is there any way to export multiple cameras without exporting the scene multiple times? I've tried exporting them through Exocortex Crate, but sadly it only recognises ...
- Mon Jun 02, 2014 10:50 am
- Forum: Autodesk 3Ds Max
- Topic: OctaneRender® for 3ds max® v1.53
- Replies: 43
- Views: 16545
Re: OctaneRender® for 3ds max® v1.53
POssibly dumb question - is there any way to include multiple cameras in the export?
If not it's no great hardship - I can just export them as Alembic - just checking.
If not it's no great hardship - I can just export them as Alembic - just checking.