5. This is my conclusion as well, the issue can be masked by low enough step volume % however, counter intuitavely to this, I found that in some sitations higher also worked depending on the fog look you are going for.
Hopefully a developer can confirm if this is just a core limition relating to ...
Search found 65 matches
- Sat May 31, 2025 4:20 pm
- Forum: Autodesk 3Ds Max
- Topic: Fog and opacity texture issue
- Replies: 10
- Views: 338
- Sat May 31, 2025 3:19 pm
- Forum: Autodesk 3Ds Max
- Topic: Fog and opacity texture issue
- Replies: 10
- Views: 338
Re: Fog and opacity texture issue
Let me be clear this is NOT an issue with the medium you attach to a daylight system. That medium is very different to an actual voxelised mesh volume, vdb or the likes.
That should be clear already based on the files I am presenting and the problem.
To re-summarise:
- Using a Mesh volume or any ...
That should be clear already based on the files I am presenting and the problem.
To re-summarise:
- Using a Mesh volume or any ...
- Sat May 31, 2025 2:17 pm
- Forum: Autodesk 3Ds Max
- Topic: Fog and opacity texture issue
- Replies: 10
- Views: 338
Re: Fog and opacity texture issue
This has nothing to do with scene scale.... 'Out of scale' based on what exactly?
You could have any size object that uses a texture with opacity.
Your comments make no sense and does not hint at a real solution based on what I am presenting
EDIT: And to prove it, here is a more 'appropriately ...
You could have any size object that uses a texture with opacity.
Your comments make no sense and does not hint at a real solution based on what I am presenting
EDIT: And to prove it, here is a more 'appropriately ...
- Fri May 30, 2025 6:21 pm
- Forum: Autodesk 3Ds Max
- Topic: Fog and opacity texture issue
- Replies: 10
- Views: 338
Re: Fog and opacity texture issue
It's easily reproducible - I just did an orbx export file, which shows it in standalone.
The 3dsmax scene above shows it more easily as you can easily control the voxel size of the mesh volume.
The bitmap map is not the cause, just swap it for any procedural texture and it's the same issue.
I ...
The 3dsmax scene above shows it more easily as you can easily control the voxel size of the mesh volume.
The bitmap map is not the cause, just swap it for any procedural texture and it's the same issue.
I ...
- Fri May 30, 2025 11:24 am
- Forum: Autodesk 3Ds Max
- Topic: Fog and opacity texture issue
- Replies: 10
- Views: 338
Re: Fog and opacity texture issue
If you use the Std Medium Volume in compatibility mode, it is a lot harder to replicate this problem.
So the issue has to be tied to the fact that the ray march is no longer tied to an absolute length and rather a % based on voxel size.
If I change my voxel values, volume step %, density and ...
So the issue has to be tied to the fact that the ray march is no longer tied to an absolute length and rather a % based on voxel size.
If I change my voxel values, volume step %, density and ...
- Thu May 29, 2025 10:07 pm
- Forum: Autodesk 3Ds Max
- Topic: Fog and opacity texture issue
- Replies: 10
- Views: 338
Fog and opacity texture issue
Hello guys,
There is an issue when using a fog volume and there are assets that use opacity maps, such as leaves
I have tried loads of different settings, even found this super old post from 2015 which was solved apparently.
https://render.otoy.com/forum/viewtopic.php?t=49455
Attaching a scene ...
There is an issue when using a fog volume and there are assets that use opacity maps, such as leaves
I have tried loads of different settings, even found this super old post from 2015 which was solved apparently.
https://render.otoy.com/forum/viewtopic.php?t=49455
Attaching a scene ...
- Thu May 29, 2025 4:18 pm
- Forum: Development Build Releases
- Topic: OctaneRender® 2026.1 Alpha 3 [current 2026.1]
- Replies: 4
- Views: 801
Re: OctaneRender® 2026.1 Alpha 3 [current 2026.1]
Can someone explain why this is happening? Adding displacement breaks the albedo texture? Switching back to compatibility mode and it's fine
https://drive.google.com/file/d/116kH2TWradgtFH-ZAmFD-omVB7iQBuz7/view?usp=sharing
Thanks
https://drive.google.com/file/d/116kH2TWradgtFH-ZAmFD-omVB7iQBuz7/view?usp=sharing
Thanks
- Wed May 14, 2025 12:11 pm
- Forum: Autodesk 3Ds Max
- Topic: MaxScript usage with Octane 3dsMax
- Replies: 13
- Views: 10947
Re: MaxScript usage with Octane 3dsMax
As Octane uses the current viewport camera for rendering (in production mode and Octane viewport mode), you can get the camera like that:
cam = viewport.getCamera()
Thanks neonZorglub, I was already using viewport.getCamera() to get camera XY position but for some reason in my ...
- Sat May 10, 2025 10:50 pm
- Forum: Autodesk 3Ds Max
- Topic: MaxScript usage with Octane 3dsMax
- Replies: 13
- Views: 10947
Re: MaxScript usage with Octane 3dsMax
Hello neonZorglub
How would I get the current render camera in production renders?
rendGetCamera() always returns undefined even when a proper camera is in use. I need something that works across frames
Thanks
How would I get the current render camera in production renders?
rendGetCamera() always returns undefined even when a proper camera is in use. I need something that works across frames
Thanks
- Fri May 09, 2025 11:10 am
- Forum: Releases
- Topic: OctaneRender® for 3ds max® v2025.1 - 16.05
- Replies: 6
- Views: 602
Re: OctaneRender® for 3ds max® v2025.1 - 16.05
I would just use Max 2024 unless you have a really good reason to use 2025 or 2026, the new features are barely worthy of a full upgrade. I used 2025 for 2 months but just impacted workflow too much - Max 2024 works flawlessly with Octane