OctaneRender® for 3ds max® v2.16a

Forums: OctaneRender® for 3ds max® v2.16a
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Re: OctaneRender® for 3ds max® v2.16a

Postby noelnoel » Mon Jan 12, 2015 1:53 am

noelnoel Mon Jan 12, 2015 1:53 am
Thanks. just decrease raey epsilon. :D



coilbook wrote:
noelnoel wrote:white line between the intersection of two objets with opacity, not matter if its diffuse, glossy or specular material, no matter kernel or gi mode, always appears.


bug_.png

bug2_.png



there its a way to avoid?

octane for max 2.15

Try to enable Alphashadows I think i had this problem when I used dirt material and no alpha shadows enabled viewtopic.php?f=81&t=43455&p=211354&hilit=dirt+white+line#p211354

i think it is a dirt bug in my case
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Re: OctaneRender® for 3ds max® v2.16a

Postby vfxman83 » Tue Jan 13, 2015 3:06 pm

vfxman83 Tue Jan 13, 2015 3:06 pm
Hi Karba;

When will you finish the final version with no bugs no problems ?
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Re: OctaneRender® for 3ds max® v2.16a

Postby vitgaus » Thu Jan 22, 2015 5:52 pm

vitgaus Thu Jan 22, 2015 5:52 pm
Hello! After exporting the alembic from 3D MAX (octane v.2.16a) I'm trying to render the animated frames in Octane 2.16 Standalone. While scrolling through the animation the standalone stopped working immidiately. I've tryed some Alembic examples downloaded from web (not created in MAX octane v.2.16a) and they work well in standalone, so the problem is maybe in alembic generation? Any ideas how to resolve?
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Re: OctaneRender® for 3ds max® v2.16a

Postby HHbomb » Tue Mar 10, 2015 5:56 pm

HHbomb Tue Mar 10, 2015 5:56 pm
hello Karba, I'm still stuck to 2.16a and I have a problem with Randomcolortexture with Multiscatter.
I render an animation and trees are flickering as if a random color is applied for each frame.
When I remove that Randomcolortexture it is fine. Seems that is a bug.
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