3dsMax Exporting to StandAlone HOW-TO new version.

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3dsMax Exporting to StandAlone HOW-TO new version.

Postby paride4331 » Thu Apr 12, 2018 10:03 am

paride4331 Thu Apr 12, 2018 10:03 am
Hi guys,
There are two ways to export max scenes to SA; it depends on you need to change the geometry or scene (workflow A), or if you need to change materials, environment, camera (workflow B).
I hope developers will be able to modify the exporter in the future by creating a .orbx with objs and a separate camera. The following are unique workflows at the moment:

(workflow A)

01 export to .orbx your scene by grouping geometries according to your favorite workflow. Export camera and environment separately.
02 open camera and environment .orbx and expand Render Target > click on Render target > rightmouse button > expan [OctaneRender_for_3ds_Max_3.08.1_-_5.10]
03 create scripted graph and load thin lens camera Lua script (attached scene with it) [BEFORE OctaneRender_for_3ds_Max_3.08.1_-_5.10]
04 create Thin lens camera [BEFORE OctaneRender_for_3ds_Max_3.08.1_-_5.10]
05 connect scripted graph to Thin lens camera using pins: Focal length, Focal depth, position, Target, Up-vector (to identify them rollover pins). Disconnect alembic node from render target. Connect Thin lens to render target. [BEFORE OctaneRender_for_3ds_Max_3.08.1_-_5.10]
06 import .orbx parts and ungroup it.
07 delete render target, texture envirnoment, post processing and kernel nodes. You can also double click on it and edit it before doing a group.
08 Octane shader node.
09 create geometry group (to connect all geometry exported to .orbx parts)
10 add pins necessary to connect all geometries
11 connecting geometry to geometry group and geometry group to render target
12-13 repeat 06 - 07
14 you can connect shaders to geometries you want
15 you can minimize pins if you wish.

(workflow B)

16 export all your scene and separate camera
17 repeat 02 - [(03 - 04 - 05)BEFORE OctaneRender_for_3ds_Max_3.08.1_-_5.10] - 06 - 07 - 11-15

Regards
Paride
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