OctaneRender® for 3ds max® v2.06a (proxy support)

Forums: OctaneRender® for 3ds max® v2.06a (proxy support)
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Re: OctaneRender® for 3ds max® v2.06a (proxy support)

Postby gabrielefx » Wed Sep 10, 2014 7:20 am

gabrielefx Wed Sep 10, 2014 7:20 am
3dgeeks wrote:Is it possible to still add a displacement override, as this may enable some renders to progress without needing to hunt down every displacement in xrefs and materials.

+1
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Re: OctaneRender® for 3ds max® v2.06a (proxy support)

Postby temp-64GTX » Wed Sep 10, 2014 7:29 am

temp-64GTX Wed Sep 10, 2014 7:29 am
New Octane versions is breaks icons in max2014. Fix is please. I have eye bleeding, when I look at the broken icons.
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Re: OctaneRender® for 3ds max® v2.06a (proxy support)

Postby bicket » Wed Sep 10, 2014 1:28 pm

bicket Wed Sep 10, 2014 1:28 pm
Hi karba

i have a personal request for 3dsmax plugins :
focus type as camera "target focus" is very usefull but when the camera is animated the target is not always the focus need do be done

is it possible to have a new feature that do this
- assign an object so that the camera focus is made at the object distance (for example the pivot point of the object)
- that way i can animate my camera and i'm sure that the focus is always done at the good distance.

Thanks in advance.
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Re: OctaneRender® for 3ds max® v2.06a (proxy support)

Postby gabrielefx » Wed Sep 10, 2014 10:16 pm

gabrielefx Wed Sep 10, 2014 10:16 pm
in animations to focus different objects at different distances you can add keyframes when the camera moves. I do it in real time scrubbing the timeline with auto keyframe on and picking the target focus.
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Re: OctaneRender® for 3ds max® v2.06a (proxy support)

Postby merid888 » Wed Sep 10, 2014 10:45 pm

merid888 Wed Sep 10, 2014 10:45 pm
thank you karba, i been tested the new reléase 2.06a and Works fine
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Re: OctaneRender® for 3ds max® v2.06a (proxy support)

Postby HHbomb » Thu Sep 11, 2014 3:52 am

HHbomb Thu Sep 11, 2014 3:52 am
@ gabrielefx, hi, how do you create keys ? In auto key mode no keys are created when picking in octane viewport, and focus depth don't seem to be animatable ???
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Re: OctaneRender® for 3ds max® v2.06a (proxy support)

Postby HHbomb » Thu Sep 11, 2014 3:59 am

HHbomb Thu Sep 11, 2014 3:59 am
It seems that in 2.06a hair and fur are no more rendered in realtime (octane viewport)
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Re: OctaneRender® for 3ds max® v2.06a (proxy support)

Postby HHbomb » Thu Sep 11, 2014 4:24 am

HHbomb Thu Sep 11, 2014 4:24 am
I have a difference between viewport / octane viewport - octane render. With standard camera when using "Perspective Match"
Can't use octane camera because it don't work with target camera...
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Re: OctaneRender® for 3ds max® v2.06a (proxy support)

Postby Karba » Thu Sep 11, 2014 5:21 am

Karba Thu Sep 11, 2014 5:21 am
3dgeeks wrote:Hi Karba,

Great work. We will be giving them a try.

In your opinion if we want to render animations with moving people, would it be faster and use less memory to use animated proxies or meshes with bipeds.?


memory usage will be the same
render speed will be a little bit slower
geometry preparation will be much faster.
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Re: OctaneRender® for 3ds max® v2.06a (proxy support)

Postby Karba » Thu Sep 11, 2014 5:21 am

Karba Thu Sep 11, 2014 5:21 am
3dgeeks wrote:Is it possible to still add a displacement override, as this may enable some renders to progress without needing to hunt down every displacement in xrefs and materials.


I will make this option.
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