OctaneRender® for 3ds max® v3.03.4 - 4.23 [OBSOLETE]

Forums: OctaneRender® for 3ds max® v3.03.4 - 4.23 [OBSOLETE]
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Re: OctaneRender® for 3ds max® v3.03.4 - 4.23 [TEST]

Postby Elvissuperstar007 » Sat Nov 12, 2016 3:22 am

Elvissuperstar007 Sat Nov 12, 2016 3:22 am
v3.03.4 - 4.21 everything was fine
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4ав.png
2ы.png
1сфьу.png
1сфь.png
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Re: OctaneRender® for 3ds max® v3.03.4 - 4.23 [TEST]

Postby Goldisart » Mon Nov 14, 2016 8:40 am

Goldisart Mon Nov 14, 2016 8:40 am
I took a test ... Fume FX(4.0.0) - VDB - octane volume render ///// the sequence is choppy why make a scene and VDB sequence ... maybe it's not a problem of octane and the problem of FUME FX but fact is fact a sequence of twitches
https://yadi.sk/d/9ry5qg5fyZypZ

......
https://www.youtube.com/watch?v=pWDmNc3 ... e=youtu.be
Last edited by Goldisart on Mon Nov 14, 2016 9:16 am, edited 1 time in total.
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Re: OctaneRender® for 3ds max® v3.03.4 - 4.23 [TEST]

Postby oguzbir » Mon Nov 14, 2016 9:12 am

oguzbir Mon Nov 14, 2016 9:12 am
Any ETA on plugin dev. based on standalone core 3.04

It's been a month since it's released.

I need to have Gradients along hair segments for my project.

Bump and normal maps and New mode in falloff texture are things I'd like to get my hands on as well?
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Re: OctaneRender® for 3ds max® v3.03.4 - 4.23 [TEST]

Postby ThaRaven » Mon Nov 14, 2016 9:55 am

ThaRaven Mon Nov 14, 2016 9:55 am
Goldisart wrote:I took a test ... Fume FX(4.0.0) - VDB - octane volume render ///// the sequence is choppy why make a scene and VDB sequence ... maybe it's not a problem of octane and the problem of FUME FX but fact is fact a sequence of twitches
https://yadi.sk/d/9ry5qg5fyZypZ

......
https://www.youtube.com/watch?v=pWDmNc3 ... e=youtu.be


had the same issue a while back.. its a FumeFX bug in Version 4.0.0 and it was fixed in Version 4.0.3 i think.. works fine in 4.0.4
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Re: OctaneRender® for 3ds max® v3.03.4 - 4.23 [TEST]

Postby paride4331 » Mon Nov 14, 2016 10:39 am

paride4331 Mon Nov 14, 2016 10:39 am
@Elvissuperstar007
Hi Elvissuperstar007,
I think you are referring about the perspective correction.
as I can see in your screenshots attachments,
you cheked perspective correction (1сфь.png).
This feature did not work in 4.21.
regards
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Re: OctaneRender® for 3ds max® v3.03.4 - 4.23 [TEST]

Postby paride4331 » Mon Nov 14, 2016 11:10 am

paride4331 Mon Nov 14, 2016 11:10 am
@oguzbir
Hi oguzbir,
Octane SDK to 3.04.3 for 4.24
About ETA, I am trying with developers, to structure something like ETA in order to improve the feedback with users.
I asked to developers to add non-active nodes:
_clamp texture
_cosine texture mixsaw wave
_sine wave texture
_triangle wave
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Re: OctaneRender® for 3ds max® v3.03.4 - 4.23 [TEST]

Postby oguzbir » Mon Nov 14, 2016 1:16 pm

oguzbir Mon Nov 14, 2016 1:16 pm
paride4331 wrote:@oguzbir
About ETA, I am trying with developers, to structure something like ETA in order to improve the feedback with users.

Thanks Paride4331. So I guess even no vague ETA is known yet.
I wasn't asking this for out of curiosity or to push. I have a job in the pipleline and possibly will need for this W mapping for the hair strands. Just needed to know so I'll need to find a solution elsewhere then..
Thanks.
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Re: OctaneRender® for 3ds max® v3.03.4 - 4.23 [TEST]

Postby paride4331 » Mon Nov 14, 2016 1:55 pm

paride4331 Mon Nov 14, 2016 1:55 pm
Hi oguzbir,
When Octane 3dsMax plugin will switch to oct3.4 and activate the missing nodes, It will be able to have what you need too.
At this time the only, even questionable, workaround for activities with gradient (eg) is using an image editor.
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Re: OctaneRender® for 3ds max® v3.03.4 - 4.23 [TEST]

Postby Elvissuperstar007 » Mon Nov 14, 2016 9:18 pm

Elvissuperstar007 Mon Nov 14, 2016 9:18 pm
Add to this more procedural map
viewtopic.php?f=73&t=38240 Noise Generator
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Re: OctaneRender® for 3ds max® v3.03.4 - 4.23 [TEST]

Postby Elvissuperstar007 » Tue Nov 15, 2016 10:24 pm

Elvissuperstar007 Tue Nov 15, 2016 10:24 pm
add the ability to render the animation in the dynamic viewport! It is important, worked perfectly as before, only now we get glitches with framebuffer
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