OctaneRender® for 3ds max® v4.02.1 - 6.15

Forums: OctaneRender® for 3ds max® v4.02.1 - 6.15
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Re: OctaneRender® for 3ds max® v4.02.1 - 6.15

Postby paride4331 » Tue Mar 19, 2019 11:01 am

paride4331 Tue Mar 19, 2019 11:01 am
coilbook wrote:it looks like visibility is not working properly. When set to 0 glowing objects still emit light and can be seen in reflections


Hi coilbook,
Regards
Paride
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Re: OctaneRender® for 3ds max® v4.02.1 - 6.15

Postby coilbook » Tue Mar 19, 2019 2:11 pm

coilbook Tue Mar 19, 2019 2:11 pm
paride4331 wrote:
coilbook wrote:it looks like visibility is not working properly. When set to 0 glowing objects still emit light and can be seen in reflections


Hi coilbook,
Regards
Paride

Hi Paride,
it's not the same. We have this lightnings hidden by setting visibility to 0 and then we animate them to 1 so they will appear. If we uncheck this option then when lightnings appear we will see no light in reflections. \
Then only option for now is to uncheck renderable> render so many frame> recheck renderable>continue rendering.

There is a bug with octane. There should be no light when visibility is set to 0.

Also when alpha shadows are OFF and visibility is set to 0 mesh still casts shadows. Why cannot otoy make 0 visibility same as nonrenderable?
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Re: OctaneRender® for 3ds max® v4.02.1 - 6.15

Postby paride4331 » Tue Mar 19, 2019 3:38 pm

paride4331 Tue Mar 19, 2019 3:38 pm
coilbook wrote:
paride4331 wrote:
coilbook wrote:it looks like visibility is not working properly. When set to 0 glowing objects still emit light and can be seen in reflections


Hi coilbook,
Regards
Paride

Hi Paride,
it's not the same. We have this lightnings hidden by setting visibility to 0 and then we animate them to 1 so they will appear. If we uncheck this option then when lightnings appear we will see no light in reflections. \
Then only option for now is to uncheck renderable> render so many frame> recheck renderable>continue rendering.

There is a bug with octane. There should be no light when visibility is set to 0.

Also when alpha shadows are OFF and visibility is set to 0 mesh still casts shadows. Why cannot otoy make 0 visibility same as nonrenderable?


Hi coilbook,
would you lighting not visible, not reflection but emitting or not emitting?
Regards
Paride
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Re: OctaneRender® for 3ds max® v4.02.1 - 6.15

Postby coilbook » Wed Mar 20, 2019 3:09 pm

coilbook Wed Mar 20, 2019 3:09 pm
Hi coilbook,
would you lighting not visible, not reflection but emitting or not emitting?
Regards
Paride[/quote]

Hi Paride,
would be nice if visibility is set to 0 glowing mesh would just disappear and won't be visible in any reflections, etc. basically become nonrenderable. But right now when visibility is set to 0 mesh even casts shadows with alpha shadows set to 0
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Re: OctaneRender® for 3ds max® v4.02.1 - 6.15

Postby paride4331 » Thu Mar 21, 2019 1:30 pm

paride4331 Thu Mar 21, 2019 1:30 pm
coilbook wrote:Hi coilbook,
would you lighting not visible, not reflection but emitting or not emitting?
Regards
Paride


Hi Paride,
would be nice if visibility is set to 0 glowing mesh would just disappear and won't be visible in any reflections, etc. basically become nonrenderable. But right now when visibility is set to 0 mesh even casts shadows with alpha shadows set to 0[/quote]

Hi coilbook,
try using a mixmaterial with two emitters animating the amount.
Regards
Paride
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[ Play Quicktime file ] anim.mp4 [ 88.32 KiB | Viewed 778 times ]

anim.jpg
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Re: OctaneRender® for 3ds max® v4.02.1 - 6.15

Postby coilbook » Thu Mar 21, 2019 2:15 pm

coilbook Thu Mar 21, 2019 2:15 pm
paride4331 wrote:
coilbook wrote:Hi coilbook,
would you lighting not visible, not reflection but emitting or not emitting?
Regards
Paride


Hi Paride,
would be nice if visibility is set to 0 glowing mesh would just disappear and won't be visible in any reflections, etc. basically become nonrenderable. But right now when visibility is set to 0 mesh even casts shadows with alpha shadows set to 0


Hi coilbook,
try using a mixmaterial with two emitters animating the amount.
Regards
Paride[/quote]


Thanks, but it won't work with multi-subobject. Could you tell otoy to look into it?
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Re: OctaneRender® for 3ds max® v4.02.1 - 6.15

Postby paride4331 » Thu Mar 21, 2019 4:29 pm

paride4331 Thu Mar 21, 2019 4:29 pm
coilbook wrote:
paride4331 wrote:
coilbook wrote:Hi coilbook,
would you lighting not visible, not reflection but emitting or not emitting?
Regards
Paride


Hi Paride,
would be nice if visibility is set to 0 glowing mesh would just disappear and won't be visible in any reflections, etc. basically become nonrenderable. But right now when visibility is set to 0 mesh even casts shadows with alpha shadows set to 0


Hi coilbook,
try using a mixmaterial with two emitters animating the amount.
Regards
Paride



Thanks, but it won't work with multi-subobject. Could you tell otoy to look into it?[/quote]

Hi coilbook,
it does'n depends on 3dsMax Octane developers, this feature is not in SDK.
Regards
Paride.
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Re: OctaneRender® for 3ds max® v4.02.1 - 6.15

Postby coilbook » Sat Mar 23, 2019 8:07 pm

coilbook Sat Mar 23, 2019 8:07 pm
You guys said before Update anim geometry should be uncheck for faster eval and only movable proxies will be updated. Well they are not updated and are stationary.
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Re: OctaneRender® for 3ds max® v4.02.1 - 6.15

Postby senorpablo » Tue Mar 26, 2019 1:11 am

senorpablo Tue Mar 26, 2019 1:11 am
Object properties such as visibility and cast shadows don't work for particle flow objects.
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Re: OctaneRender® for 3ds max® v4.02.1 - 6.15

Postby perro_abombao » Tue Mar 26, 2019 4:05 pm

perro_abombao Tue Mar 26, 2019 4:05 pm
Hi ...I have problems with infinite plane support...an old version file crahes 3ds max, when I try to use it...and native tool in this version doesn´t work...(modifier octane geometry properties)
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