Search found 93 matches

by tombyrom
Sun Mar 01, 2026 10:49 am
Forum: Autodesk 3Ds Max
Topic: Camera type - Request
Replies: 7
Views: 253

Re: Camera type - Request

Thats fair enough Remka! No worries

But to answer your earlier question, I dont think I've ran into any specific issues, but certain setting combinations can look like issues. To be honest I mainly use the standard viewport camera (or even Physical cameras) day to day. Octane camera take a bit ...
by tombyrom
Sat Feb 28, 2026 9:13 pm
Forum: Autodesk 3Ds Max
Topic: Camera type - Request
Replies: 7
Views: 253

Re: Camera type - Request

In my script

cam.FocusType = 0

This is the 'Focal Depth' focus type, and you need to change the focal depth in meters or use the focus picker in the render view to get the correct focus.

If you want autofocus for example, then change the script so the values are

cam.FocusType = 1

For the ...
by tombyrom
Mon Feb 23, 2026 10:23 pm
Forum: Releases
Topic: OctaneRender® 2026.2 for 3ds max® v26.5
Replies: 61
Views: 2496

Re: OctaneRender® 2026.2 for 3ds max® v26.5


Hi tombyrom,
Thank you for reporting this issue.
I could reproduce it and will investigate.
Those RGB image textures output should indeed be set to color3.
Thanks


Thanks - any idea what the other issue though? Some older scenes not created in v2026 will not render.

To confirm it is an issue ...
by tombyrom
Mon Feb 23, 2026 2:19 pm
Forum: Autodesk 3Ds Max
Topic: Camera type - Request
Replies: 7
Views: 253

Re: Camera type - Request

I agree would be nice to switch between the universal vs realistic

I did create a macro script a while back that lets you create a Universal camera or a Realistic camera from the current active 3ds Max viewport view. I would always use the create camera from view in 3dsmax for Vray Cams or Physical ...
by tombyrom
Sun Feb 22, 2026 10:11 am
Forum: Releases
Topic: OctaneRender® 2026.2 for 3ds max® v26.5
Replies: 61
Views: 2496

Re: OctaneRender® 2026.2 for 3ds max® v26.5

Also getting errors that prevent me from opening render view on some older scenes, seems to be related to OCIO and when the scene is built at render time

I am not using OSL shaders in this scene so I assume this is something happening when the Max scene is parsed to the Octane scene internally at ...
by tombyrom
Sat Feb 21, 2026 3:00 pm
Forum: Releases
Topic: OctaneRender® 2026.2 for 3ds max® v26.5
Replies: 61
Views: 2496

Re: OctaneRender® 2026.2 for 3ds max® v26.5


3ds Max version supported: 2013 to 2026.

Changes of the 26.5 version, from 26.04

Updated to Octane 2026.2
Fixed crash with some textures
Added missing Image Tile Set texture
Fixed issue with tyFlow particle ID - added 'Birth Base ID'
Fixed issue with imager upsampler
Fixed issue with ...
by tombyrom
Sat Feb 21, 2026 9:59 am
Forum: Autodesk 3Ds Max
Topic: FogTool for Octane (Free 3ds Max Script)
Replies: 6
Views: 357

Re: FogTool for Octane (Free 3ds Max Script)

Thanks guys - I hope it is useful
by tombyrom
Sat Feb 21, 2026 9:47 am
Forum: Releases
Topic: OctaneRender® 2026.2 for 3ds max® v26.5
Replies: 61
Views: 2496

Re: OctaneRender® 2026.2 for 3ds max® v26.5


TYFlow slows down evaluation times and rendering, even if the tyFlow particles are not in the camera view. When you have around 10,000 tyFlow spheres as instances, the render time goes from 1 minute to 2 minutes. At the same time, iToo Forest can handle millions of instances, and it renders fast ...
by tombyrom
Thu Feb 19, 2026 4:26 pm
Forum: Autodesk 3Ds Max
Topic: FogTool for Octane (Free 3ds Max Script)
Replies: 6
Views: 357

FogTool for Octane (Free 3ds Max Script)

Hello guys,
I am pleased to share my free FogTool max script that allows you to get back to making artistic decisions when it comes to implementing volumetric and atmospheric fog in Octane render for 3ds Max, without compromising on quality or realism. There are lots of really handy built-in ...
by tombyrom
Fri Feb 13, 2026 12:02 pm
Forum: Commercial Product News & Releases (Download here)
Topic: OctaneRender® 2026.2 [current 2026]
Replies: 26
Views: 2419

Re: OctaneRender® 2026.2 [current 2026]

The only work-around I found for the edge issue is to use border mode == black, and then scale down to 99.9,

This will create sides, but at least they are aligned to the height map and you dont get spikes that go in the opposite direction

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