Search found 162 matches

by SamuelAB
Tue Jul 05, 2022 6:17 pm
Forum: Autodesk 3Ds Max
Topic: Volumetric Transparency Gradient
Replies: 2
Views: 1935

Re: Volumetric Transparency Gradient

This is exactly what I wanted! thanks a lot!
Can't wait for this to make it's way into 3ds Max
test.jpg
by SamuelAB
Tue Jul 05, 2022 3:20 pm
Forum: Autodesk 3Ds Max
Topic: Volumetric Transparency Gradient
Replies: 2
Views: 1935

Volumetric Transparency Gradient

I'm trying to create a transparency effect that has a gradient sphere. Basically whatever elements are close to the inside of the sphere or an origin point/location/datum will be more opaque and get more transparent as they get further from the focal point until they disappear completely ...
by SamuelAB
Wed Jun 01, 2022 1:22 pm
Forum: Development Build Releases
Topic: OctaneRender® 2022.1 XB 0
Replies: 109
Views: 62294

Re: OctaneRender® 2022.1 XB 0

Last time I tried the Octane plugin for Revit, it was absolutely pathetic. They did not support linked files, materials, the user interface was just a horrible mess and they had not developed on the latest version of Revit 6+ months after its release.

I would have more hope for the 3ds Max plugin ...
by SamuelAB
Tue May 31, 2022 5:04 pm
Forum: Autodesk 3Ds Max
Topic: Converting Lights and Materials from Revit
Replies: 6
Views: 2731

Re: Converting Lights and Materials from Revit

Here's some illustrations of more tests with light conversion:
Convert.jpg
Convert2.jpg

There's a few issues shown:
-The lumen value gets converted to some non-lumen "power" value. It would make more sense to keep lumen as lumen, because this is what the lighting industry uses to talk about ...
by SamuelAB
Wed May 25, 2022 12:30 pm
Forum: Autodesk 3Ds Max
Topic: Converting Lights and Materials from Revit
Replies: 6
Views: 2731

Re: Converting Lights and Materials from Revit

paride4331 wrote:Hi SamuelAB,
in the future we should be able to convert Autodesk Standard surface to Octane Standard Surface Material automatically.
Regards Paride
Fantastic, thank you Paride!
by SamuelAB
Wed May 25, 2022 12:28 pm
Forum: Autodesk 3Ds Max
Topic: Converting Lights and Materials from Revit
Replies: 6
Views: 2731

Re: Converting Lights and Materials from Revit

Hi SamuelAB,

Could you post some FBX sample files ? maybe with screenshots of the original software (Revit) ?
And also corresponding max files after conversion with VRay ?

Thank you

Playing around, I've (re)discovered a few things.
If I export the FBX from Revit, the IES definitions are lost ...
by SamuelAB
Thu May 19, 2022 2:23 pm
Forum: Autodesk 3Ds Max
Topic: Converting Lights and Materials from Revit
Replies: 6
Views: 2731

Converting Lights and Materials from Revit

I'm having issues converting lights from Revit FBX files. Using Octane 2021.1.4 - 12.16 in 3ds Max 2022.

The 3ds Max Octane "Convert All" tool does nothing to regular lights from Revit. I have to convert them to VRAY lights first using the VRay tools before Ican convert them to Octane lights.
When ...
by SamuelAB
Fri Oct 23, 2020 1:09 pm
Forum: General Discussion
Topic: CUDA Failure - Troubleshooting
Replies: 13
Views: 4332

Re: CUDA Failure - Troubleshooting

By the way, I do high quality VR art pieces and as I mentioned, for video-games (especially VR), you want to have as few objects as possible. So that means you will have few objects, but they are all huge. I also bake all my lighting with Octane because it is so fast and beautiful.

So while I will ...
by SamuelAB
Fri Oct 23, 2020 2:36 am
Forum: General Discussion
Topic: CUDA Failure - Troubleshooting
Replies: 13
Views: 4332

Re: CUDA Failure - Troubleshooting

One of our R&D engineer also made an algorithm to split meshes automatically into equal chunks super quickly, so that may come in handy.
by SamuelAB
Fri Oct 23, 2020 2:35 am
Forum: General Discussion
Topic: CUDA Failure - Troubleshooting
Replies: 13
Views: 4332

Re: CUDA Failure - Troubleshooting

Hi Karu,

This is super helpful. I can simply split the mesh.

Usually for gaming and mobile VR, you want to have few pieces of many triangles to reduce draw-calls. It seems like it's almost the opposite here.

I will carefully re-read this, play with my page-file and modify the scene.

Thanks for ...

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