Since there's only one OBJ in Octane it can be confusing for new users to consider
how different materials can be applied to geometry. In short, apply named materials in 3DSMax
and they will show up on the Mesh node in Octane. The video I made of all that is
ten minutes long and shows a simple ...
Search found 15 matches
- Thu Aug 26, 2010 9:58 am
- Forum: General Discussion
- Topic: Video captured notes on 3dsmax to Octane for materials names
- Replies: 1
- Views: 946
- Wed Aug 25, 2010 1:36 pm
- Forum: Commercial Product News & Releases (Download here)
- Topic: lightsources
- Replies: 40
- Views: 15767
Re: lightsources
I would like to see an Octane emitter material applicable in 3Dsmax before export that has a visual viewport guide for the effect of falloff and intensity, kind of like the attenuation sphere on regular 3dsmax lights. I know that in Octane they'll be updatable in 'real time' while rendering, but ...
- Fri Jun 18, 2010 9:32 am
- Forum: Autodesk 3Ds Max
- Topic: MAX2Octane exporter for max 2010+
- Replies: 136
- Views: 62860
Re: MAX2Octane exporter for max 2010+
I switched over to Windows7 32bit and tried max2octane there with moving mesh and texture and it worked first pop.
Still dunno, what's up with my vista 64bit, wa wa.
What is the difference between having a 'floatimage' vs an 'image' node for the obj diffuse?
Tom
Still dunno, what's up with my vista 64bit, wa wa.
What is the difference between having a 'floatimage' vs an 'image' node for the obj diffuse?
Tom
- Fri Jun 18, 2010 1:43 am
- Forum: Autodesk 3Ds Max
- Topic: MAX2Octane exporter for max 2010+
- Replies: 136
- Views: 62860
Re: MAX2Octane exporter for max 2010+
Maybe try assigning a unique UV ID to the different objects?
- Thu Jun 17, 2010 3:28 am
- Forum: Autodesk 3Ds Max
- Topic: MAX2Octane exporter for max 2010+
- Replies: 136
- Views: 62860
Re: MAX2Octane exporter for max 2010+
I have already been setting my OBJ export settings (with maps) as in the instructions.
I've tried it both with the save map path and without - no difference.
It works fine if I export a frame only, especially if I use blessod's export3.ms since then I don't even have to do any hookup in octane, that ...
I've tried it both with the save map path and without - no difference.
It works fine if I export a frame only, especially if I use blessod's export3.ms since then I don't even have to do any hookup in octane, that ...
- Wed Jun 16, 2010 4:22 pm
- Forum: Autodesk 3Ds Max
- Topic: Beta 2.2 RC1: 3Ds Max plugin testing thread
- Replies: 252
- Views: 123252
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Can I see a video capture of the animation export which uses deforming animation and textures?
I watched the video at the thread start, but it is video with camera animation only actually.
I have tried many variations and fiddling around to try and get it to work, and no joy.
I doubt it's a vista ...
I watched the video at the thread start, but it is video with camera animation only actually.
I have tried many variations and fiddling around to try and get it to work, and no joy.
I doubt it's a vista ...
- Wed Jun 16, 2010 9:56 am
- Forum: Autodesk 3Ds Max
- Topic: Beta 2.2 RC1: 3Ds Max plugin testing thread
- Replies: 252
- Views: 123252
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
>>I'm only writing the translator/exporter, I can't help you with with problems with Octane.
Then how do I make sure that when I use max2octane to render an animation scene it will remember the textures that I specified in .ocs using the mesh animation in the 3dsmax scene?
That is topical to the ...
Then how do I make sure that when I use max2octane to render an animation scene it will remember the textures that I specified in .ocs using the mesh animation in the 3dsmax scene?
That is topical to the ...
- Wed Jun 16, 2010 5:15 am
- Forum: Autodesk 3Ds Max
- Topic: Beta 2.2 RC1: 3Ds Max plugin testing thread
- Replies: 252
- Views: 123252
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Is it possible to force octane not to crash 3DSMax too when a render fails?
max2octane will try to keep exporting frames even after the first frame has failed in octane.
To interrupt this, 3DSMax has to be stopped as a process (boo) and then octane too.
Ideally of course, crashes ought not to happen ...
max2octane will try to keep exporting frames even after the first frame has failed in octane.
To interrupt this, 3DSMax has to be stopped as a process (boo) and then octane too.
Ideally of course, crashes ought not to happen ...
- Wed Jun 16, 2010 4:15 am
- Forum: Autodesk 3Ds Max
- Topic: Octane materials
- Replies: 4
- Views: 3186
Re: Octane materials
How does this work?
I notice now there are entries in the material editor for selecting Octane materials.
How does export3.ms work? It just exports an obj (which we can do already) but how to use that with the animated sequence part (where we load an .ocs and render out frames using the max2octane ...
I notice now there are entries in the material editor for selecting Octane materials.
How does export3.ms work? It just exports an obj (which we can do already) but how to use that with the animated sequence part (where we load an .ocs and render out frames using the max2octane ...
- Wed Jun 16, 2010 2:51 am
- Forum: Autodesk 3Ds Max
- Topic: Beta 2.2 RC1: 3Ds Max plugin testing thread
- Replies: 252
- Views: 123252
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Hmm, if I DON'T put any texture on the object it will render out okay as an animation (camera animation + mesh deformation).
When I want to have a texture on the object, I can't get the mesh deformation too - it'll either crash me or I lose the texture in the render.
When I add a texture node in ...
When I want to have a texture on the object, I can't get the mesh deformation too - it'll either crash me or I lose the texture in the render.
When I add a texture node in ...