OctaneRender® for 3ds max® v2021.1 - 12.07

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Re: OctaneRender® for 3ds max® v2021.1 - 12.07

Postby HHbomb » Sun Dec 05, 2021 12:01 pm

HHbomb Sun Dec 05, 2021 12:01 pm
Hi, I mean when I swith to a camera, the viewport don't update accordingly to the camera settings... eposure is not ok...
I made a script with selected camera.. to be sure it is updated...

modPanel.setCurrentObject $.baseObject
EXPO = $.exposure
$.exposure = 50
$.exposure = EXPO

[edit] : I omitted to say I have a modifier on top of octane camera...
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
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Re: OctaneRender® for 3ds max® v2021.1 - 12.07

Postby coilbook » Wed Dec 08, 2021 5:55 pm

coilbook Wed Dec 08, 2021 5:55 pm
Hi Paride,

1. Do you have any info on the progress about itoo and evaluation times?

I just want to summarize the problem

1. When using the legacy mode, evaluation time is almost 0 seconds. Instant rendering
BUT we cannot use animated itoo objects like animated trees

2. When using direct mode every single itoo objects gets rebuild every frame and because of this rendering per frame increases by 30-50 seconds. That's a lot for an animation where every second counts!
BUT we can use animated objects in itoo.

Why cannot octane only rebuild itoo forests that have animated objects? Can they look into it? i rember octane 4 had 0 sec eval time and supported animation but with all these modes they created like legacy, direct. It just complicates things. Thanks


2. Please look into Orantrix hair bug. Evaluation times are crazy. OCtane rebuilds hair every frame
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