OctaneRender® for 3ds max® v2020.2 - 11.05

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Re: OctaneRender® for 3ds max® v2020.2 - 11.05

Postby paride4331 » Tue Feb 16, 2021 2:46 pm

paride4331 Tue Feb 16, 2021 2:46 pm
Hi HHbomb,
it should, try it.
Regards
Paride
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Re: OctaneRender® for 3ds max® v2020.2 - 11.05

Postby HHbomb » Wed Feb 17, 2021 12:40 pm

HHbomb Wed Feb 17, 2021 12:40 pm
Hi Paride, your mesh on the right is cut because specular material has priority of 1. ( not the case with 0 )

Another question is why spec material is blurred ???
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Re: OctaneRender® for 3ds max® v2020.2 - 11.05

Postby paride4331 » Wed Feb 17, 2021 4:13 pm

paride4331 Wed Feb 17, 2021 4:13 pm
Hi HHbomb,
about no octane material issue (cutting and black), it is quite reasonable, in fact the issue is re-producible in SDK, introducing the priority probably must be Octane materials and you cannot use non-octane materials.
In order to avoid the issue, maybe the developers can convert them on fly.
About the noisy material, I think it depends on the physics rule, it is like in SA.
Regards
Paride
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Re: OctaneRender® for 3ds max® v2020.2 - 11.05

Postby DartFrog » Wed Feb 17, 2021 4:32 pm

DartFrog Wed Feb 17, 2021 4:32 pm
Trying to create a new Volume Spotlight immediately crashes the scene. I'm using max 2021 with plugin version 11.05, a 2080 ti, a 2080 super, and nvidia drivers 460.89.
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Re: OctaneRender® for 3ds max® v2020.2 - 11.05

Postby paride4331 » Wed Feb 17, 2021 5:06 pm

paride4331 Wed Feb 17, 2021 5:06 pm
DartFrog wrote:Trying to create a new Volume Spotlight immediately crashes the scene. I'm using max 2021 with plugin version 11.05, a 2080 ti, a 2080 super, and nvidia drivers 460.89.


Hi Dartfrog,
yes, you're right.
Sent to deveopers.
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Re: OctaneRender® for 3ds max® v2020.2 - 11.05

Postby HHbomb » Wed Feb 17, 2021 7:57 pm

HHbomb Wed Feb 17, 2021 7:57 pm
"About the noisy material, I think it depends on the physics rule, it is like in SA."
I don't see blur in SA exemple... ???
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Re: OctaneRender® for 3ds max® v2020.2 - 11.05

Postby paride4331 » Thu Feb 18, 2021 8:10 am

paride4331 Thu Feb 18, 2021 8:10 am
HHbomb wrote:"About the noisy material, I think it depends on the physics rule, it is like in SA."
I don't see blur in SA exemple... ???


Hi HHbomb,
the screenshot is not from SA, it's 3dsMax, just a few more samples.
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Re: OctaneRender® for 3ds max® v2020.2 - 11.05

Postby HHbomb » Thu Feb 18, 2021 9:00 am

HHbomb Thu Feb 18, 2021 9:00 am
Hi, Paride.
As you said the cut on the mesh has been introduced with Spec Priority. ( see pict rendered with oct 2020.1.3 : no problem )
For the blur : It seems to be a mix between IOR and light incidence on Bright material.
More higher IOR more blur, when light come from back, there is no blur....
Ok now I'm happy if it happens in a render, I will know why :-)
Anyway, it is not a real world situation.
In the real world I should make a booleen operation to have the specular material volume stop before the mesh one begins.
Thank you to take time to answer.
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Spec 02 oct 2020.13.jpg
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Re: OctaneRender® for 3ds max® v2020.2 - 11.05

Postby paride4331 » Thu Feb 18, 2021 11:02 am

paride4331 Thu Feb 18, 2021 11:02 am
Hi HHbomb,
yes, keeping in mind priority is not a boolean tool, it's to resolve the ambiguity in overlapping surfaces, introduced the surface priority control to allow artists to control the order of preference for surfaces. A higher number suggests a higher priority for the surface material, which means it is preferred over a lower priority surface material if a ray enters a higher priority surface and then intersects a lower priority surface while inside the higher priority surface medium.
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Re: OctaneRender® for 3ds max® v2020.2 - 11.05

Postby ramone163 » Mon Feb 22, 2021 4:42 pm

ramone163 Mon Feb 22, 2021 4:42 pm
Vol. Spotlight -> crash
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