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by tombyrom
Thu Dec 11, 2025 10:11 pm
Forum: Commercial Product News & Releases (Download here)
Topic: OctaneRender® 2026.1 [current 2026]
Replies: 20
Views: 2732

Re: OctaneRender® 2026.1 [current 2026]

Also are vertex colour inputs still not compatible with displacement?
by tombyrom
Mon Dec 08, 2025 10:38 pm
Forum: Commercial Product News & Releases (Download here)
Topic: OctaneRender® 2026.1 [current 2026]
Replies: 20
Views: 2732

Re: OctaneRender® 2026.1 [current 2026]

Hello guys,
The new displacement is completely broken when used in conjunction with a normal or bump map. Please see attached. It completely breaks the UV's

Please can this be looked at?

For landscapes, using mix material this will be super important, and means we will need to use the old ...
by tombyrom
Fri Nov 28, 2025 1:17 pm
Forum: Commercial Product News & Releases (Download here)
Topic: OctaneRender® 2026.1 [current 2026]
Replies: 20
Views: 2732

Re: OctaneRender® 2026.1 [current 2026]

One thing I noticed on texture displacement in high mode. The higher the subdivisions of the original mesh you start to see artifacts where the triangles are, the mesh looks to become see through where triangles join

Here I use a plane. Subdivision of 5 seems to be the sweet spot, because lower sub ...
by tombyrom
Fri Nov 28, 2025 11:29 am
Forum: Commercial Product News & Releases (Download here)
Topic: OctaneRender® 2026.1 [current 2026]
Replies: 20
Views: 2732

Re: OctaneRender® 2026.1 [current 2026]

Thanks but I can't see settings for meshlets?

Are meshlets only compatible with .obj? Using the standard mesh node, it seems that only allows .obj imports? And that node is the only one that seems to support meshlets?

Can we not use meshlets with .fbx?
by tombyrom
Wed Nov 26, 2025 1:42 pm
Forum: Development Build Releases
Topic: OctaneRender® 2026.1 Beta 2 [current 2026]
Replies: 8
Views: 786

Re: OctaneRender® 2026.1 Beta 2 [current 2026]

Thanks for fixing the UV displamcent issue! Now we can test it out properly.

It wasn't noted in patch notes but thanks for adding 16k displacement map! This is really useful for large landscapes whether using the old method or eventually the new one

Any news on whether the new displacement will ...
by tombyrom
Wed Nov 26, 2025 1:24 pm
Forum: Bug Reports
Topic: Analytic light light beams dont work as expected with Realistic Camera
Replies: 1
Views: 78

Analytic light light beams dont work as expected with Realistic Camera

Hi guys,
Analytic light and using post effect with light beams does not seem to work as expected with the Realistic Camera.

Using the same post-processing in both the viewport camera the realstic camera provides different results.

However, I dont think its a case of it not working entirely but ...
by tombyrom
Sun Nov 02, 2025 10:08 am
Forum: Development Build Releases
Topic: OctaneRender® 2026.1 Beta 1
Replies: 11
Views: 1881

Re: OctaneRender® 2026.1 Beta 1 [current 2026]

Yeah displacement is still broken, same issue as flagged in Alpha 2 - it breaks UV coordinates of the other maps - unusable and 10x slower than standard texture displacement
by tombyrom
Wed Oct 15, 2025 6:26 pm
Forum: Releases
Topic: OctaneRender® for 3ds max® v2025.4 - 16.09
Replies: 4
Views: 557

Re: OctaneRender® for 3ds max® v2025.4 - 16.09

Thanks neonZorglub, OSL textures seem to be working well now with the Activate All Textmaps preference turned on - I use the hide unused node slots in the Slate preferences and works well.

The default composite material support is a nice bonus 👍 it's much easier to use than Octanes
by tombyrom
Tue Oct 07, 2025 4:48 pm
Forum: Bug Reports
Topic: OSL shader input issues compared to other DCCs, Standalone
Replies: 2
Views: 293

Re: OSL shader input issues compared to other DCCs, Standalone

Thanks neonZorglub, I did look in preferences for a setting but completely overlooked that one, I will turn it on.

I am not sure if you spotted but when I turn this on to get all input pins. The moon tint value no longer works properly? It seemed locked to a red colour unless I switched it back to ...
by tombyrom
Sat Sep 27, 2025 10:31 am
Forum: Bug Reports
Topic: OSL shader input issues compared to other DCCs, Standalone
Replies: 2
Views: 293

OSL shader input issues compared to other DCCs, Standalone

Hello neonZorglub
In 3dsmax when using an OSL texture, the OSL texture map does not show all possible input pins?

It looks like it only shows input pins for color and texture inputs... There are no input pins for floats, vectors etc

This also means that I cannot input a Sun Direction map into a ...

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