OctaneRender® for 3ds max® v4.00 - 6.10 [OBSOLETE]

Forums: OctaneRender® for 3ds max® v4.00 - 6.10 [OBSOLETE]
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Re: OctaneRender® for 3ds max® v4.00 - 6.10

Postby neonZorglub » Tue Nov 27, 2018 1:58 am

neonZorglub Tue Nov 27, 2018 1:58 am
SergKlyosov wrote:Hi neonZorglub

For image tiles node there is no compression options available. Once again, this feature exists in Standalone


Hi SergKlyosov,
Thanks for letting us know.
This will be fixed in the next version.
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Re: OctaneRender® for 3ds max® v4.00 - 6.10

Postby coilbook » Tue Nov 27, 2018 3:46 am

coilbook Tue Nov 27, 2018 3:46 am
When will we see two or more different volume textures in one phoenix grid? (phoenix supports RGB mixing)
For instance, mixing liquids of two different colors or two different smoke colors in one grid. Will it happen or only vray can do it? Octane is pretty bad at two or move overlapping grids. Maybe we can finally get RGB support

In the image attached I need black diesel smoke mixing with white ire smoke. How can I do it?
Thanks
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ddddddd.jpg
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Re: OctaneRender® for 3ds max® v4.00 - 6.10

Postby mbetke » Tue Nov 27, 2018 6:41 am

mbetke Tue Nov 27, 2018 6:41 am
Hi mbetke,
When creating a new object, the 'movable proxy' is set as the last object that was edited in the properties.
This avoids to have to set / unset this for each object, while creating many objects.
This behavior can be turned off in Global settings / Main settings / : 'Re-use last properties for new nodes'
(the default will be movable proxy: off for each new object)
Thanks


Thanks. I already wondered why sometimes models have a flag a movable proxy and sometimes not.
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Re: OctaneRender® for 3ds max® v4.00 - 6.10

Postby Chug » Tue Nov 27, 2018 10:19 am

Chug Tue Nov 27, 2018 10:19 am
Just to be sure...
When it is said that bugs found in Octane 4.0 and 3DS max plug-in 6.10 will be fixed in the "next version", does that mean that all 4.0 6.10 owners will get it or only people having subscribed to the all-access monthly payment ?
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Re: OctaneRender® for 3ds max® v4.00 - 6.10

Postby neonZorglub » Tue Nov 27, 2018 8:15 pm

neonZorglub Tue Nov 27, 2018 8:15 pm
Chug wrote:Just to be sure...
When it is said that bugs found in Octane 4.0 and 3DS max plug-in 6.10 will be fixed in the "next version", does that mean that all 4.0 6.10 owners will get it or only people having subscribed to the all-access monthly payment ?

Hi Chug,
Sorry, for the 'next version' I mentioned, I meant the next release of the plugin, with no change in the license, so no worries.
It will still be using octane 4.0, and will have a version named like 4.0 - 6.11 or 4.01 - 6.11
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Re: OctaneRender® for 3ds max® v4.00 - 6.10

Postby WhaleHunter » Wed Nov 28, 2018 4:03 am

WhaleHunter Wed Nov 28, 2018 4:03 am
Hi neonZorglub,

Bug:

Octane Mix material with xref octane materials as inputs = max crash

as soon as you hook up the 1st xref material into the mix input slot, max crashes.

Thanks,
N.
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Re: OctaneRender® for 3ds max® v4.00 - 6.10

Postby nildoe » Wed Nov 28, 2018 8:38 am

nildoe Wed Nov 28, 2018 8:38 am
Ornatrix Hair is not being hidden, but it is hidden in explorer, viewport.

Also is there a way to speed up material editor? everytime i want to edit some material (doing my best to keep using only uber material now in my my scenes), it takes ages to get to said materials! :(

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Re: OctaneRender® for 3ds max® v4.00 - 6.10

Postby coilbook » Wed Nov 28, 2018 3:59 pm

coilbook Wed Nov 28, 2018 3:59 pm
does vertex paint even work with octane? Thanks
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Re: OctaneRender® for 3ds max® v4.00 - 6.10

Postby neonZorglub » Thu Nov 29, 2018 3:24 am

neonZorglub Thu Nov 29, 2018 3:24 am
WhaleHunter wrote:Hi neonZorglub,

Bug:

Octane Mix material with xref octane materials as inputs = max crash

as soon as you hook up the 1st xref material into the mix input slot, max crashes.

Thanks,
N.


Hi WhaleHunter,
Thanks for reporting. This will be fixed in the next release.
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Re: OctaneRender® for 3ds max® v4.00 - 6.10

Postby mbetke » Thu Nov 29, 2018 7:55 am

mbetke Thu Nov 29, 2018 7:55 am
The little button which makes the render fit to the screen doesn't work.
It just keeps on entered production resolution and shows part of the rendering in 1:1.
Attachments
Fit-to-screen.jpg
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