Floorgenerator workflow

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Floorgenerator workflow

Postby paride4331 » Fri Oct 27, 2017 10:35 am

paride4331 Fri Oct 27, 2017 10:35 am
Hi guys,
waiting to optimize faster tools, a workflow to use floorgenerator.
I used an useful script, Detach Elements found on scriptspot.
Regards
Paride
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Re: Floorgenerator workflow

Postby mikinik » Fri Oct 27, 2017 10:27 pm

mikinik Fri Oct 27, 2017 10:27 pm
paride4331, hi! Otoy are as usual invented a bicycle. Only in octane is it necessary to break geometry into separate parts. But if you do foliage? 3ds max will die on one tree, well maybe on two.
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Re: Floorgenerator workflow

Postby artedesenyo » Sat Oct 28, 2017 11:33 am

artedesenyo Sat Oct 28, 2017 11:33 am
You dont need to detach elements.... floor generator.. if your using the one from cgsource has automatically created uv channels for each planks.. all you got to do is create a standard multi/sub-object materials and each slot add the glossy octane material maps. its a pain to detach everything when it already has assigned map channels...
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Re: Floorgenerator workflow

Postby Elvissuperstar007 » Tue Oct 31, 2017 8:10 pm

Elvissuperstar007 Tue Oct 31, 2017 8:10 pm
will the correct multitexture support be? this is that .... delirium
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Re: Floorgenerator workflow

Postby Kalua » Sat Nov 21, 2020 11:26 pm

Kalua Sat Nov 21, 2020 11:26 pm
Is this still an issue inside MAX+Octane? I would like to adopt Octane with MAX for Archviz work, but without multitexture, floor generator and bearconmaps Otoy is not helping itself... hardcore archviz folks using 3Dsmax rely on these tools for efficient workflows... Fstorm has quickly managed to adopt it and all other major render solutions work with it, why does Octane stay behind with this?
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Re: Floorgenerator workflow

Postby HHbomb » Sun Nov 22, 2020 8:59 am

HHbomb Sun Nov 22, 2020 8:59 am
There is a modifier called "material by element"... you don't need to detach
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Re: Floorgenerator workflow

Postby whersmy » Mon Nov 23, 2020 8:03 am

whersmy Mon Nov 23, 2020 8:03 am
Does anyone know if this is still possible to achieve inside Octane standalone? :arrow:
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Re: Floorgenerator workflow

Postby paride4331 » Mon Nov 23, 2020 3:23 pm

paride4331 Mon Nov 23, 2020 3:23 pm
Kalua wrote:Is this still an issue inside MAX+Octane? I would like to adopt Octane with MAX for Archviz work, but without multitexture, floor generator and bearconmaps Otoy is not helping itself... hardcore archviz folks using 3Dsmax rely on these tools for efficient workflows... Fstorm has quickly managed to adopt it and all other major render solutions work with it, why does Octane stay behind with this?


Hi Kalua,
I agree, These feature are in to-do list, releasing new SDK, devs should start developing.
Regards
Paride
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Re: Floorgenerator workflow

Postby whersmy » Tue Nov 24, 2020 6:56 am

whersmy Tue Nov 24, 2020 6:56 am
Hi Paride,

Isn`t in MAX possible to generate a .csv and load that into Octane standalone through LUA? I thought Blender already had something similar.

That way Standalone becomes so much more integratable into pipelines as Floorgen is so widely used :arrow:
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Re: Floorgenerator workflow

Postby paride4331 » Tue Nov 24, 2020 11:15 am

paride4331 Tue Nov 24, 2020 11:15 am
whersmy wrote:Hi Paride,

Isn`t in MAX possible to generate a .csv and load that into Octane standalone through LUA? I thought Blender already had something similar.

That way Standalone becomes so much more integratable into pipelines as Floorgen is so widely used :arrow:


Hi whersmy,
At this time as far as I know floorgenerator doesn't support export data via .csv.
Basically the matter is that, until now, we don't have a multitexture node collecting files from a folder that works compatible with floor generators and similar programs. A good news is that we should have it in the near future. I have always been convinced that 3dsMAx Octane must bring attention to the world of architecture and design, implementing compatibility with important tools commonly used by professionals in the daily workflow such as floorgenerator or map nodes such as multitextures etc. and the tools ecosystem around 3dsmax. New material converter tool is a clear signal in this direction. New SDK should open a door in this direction. Every generalist 3d software has its own attitude that we all know; in this case, we know that 3dsmax is massively used by architects, product designers, interior designers etc. I am sure that by pushing Octane to take it into account, it can become a leader in the new generation archiviz render engine.
Once I tried Octane, I was no longer able waiting for my render standing in front of the screen looking at small squares appeared gradually. Merging the design phase with the render phase changes the workflow overnight.
Regards
Paris
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