Thanks for trying to help paride.
But have you tried it yourself?
I am currently running
3Ds max 2016 SP4 extension 2
Octane 3.06.4 - 4.38
Windows 10 x64
3x Nvida 1080Ti
The way to recreate it is as follows.
1 - Open a new 3ds max scene
2 - Create a plane and apply a octane glossy material to the plane.
3 - Create a lightsource so you can see the plane when rendering.
4 - Add a unwrap modifier - Change the channel to 2 - click abandon on the request - Just edit the uv so it looks different from the one in channel 1.
5 - Make Plane Baking group 3 (right click - octane properties)
6 - Create a octane camera- make it a bake camera - sett the baking group to 3 and the uv channel to 2
If you now render you will see that it works. you'll see the uv's you made for channel 2 with the default color of the glossy shader.
Then go in to the shader that is applied to the plane, add a displacement node, then a texture - rgbimage and chose a image.
if you now try to render it's totaly black.
If you now change the camera uv channel to 1 its fine but with the uv of the channel 1.
I would really appreciate it if some one could try this and confirm if it works for them or not. That way i can see if its something on my end fucking it up or if its otoy
-Mats