GeorgeR wrote:Much of this might apply to Octane itself and not the plugin, but I'm reviewing it from the point of view of the workflow in 3dsMax. I really love it, but here are some things that stand out:
1) When rendering a large scene, it can take a while for the Octane Viewport to update. During this time, Max greys out like its crashed. I'd suggest making this asynchronous so it doesnt affect the Max UI, and have a status log window like VRay's to let the user know what's happening (voxelizing, problem, etc.). Right now I've been waiting for 5 minutes and I don't know if its crashed or what.
2) Glossiness is very sensitive! I posted in another thread agreeing with someone else. IMO what is currently 0.0001 should be 0.01.
3) Materials - Use the standard Max Bitmap slot of images. Maybe replicate it to include Octane specific options (float or ubyte4, etc.). The most annoying part of this is lack of UV controls. The scaling option is just awful, especially for visualisation where we all use the real-world scale option.
4) Plugin interop - I love that it works with Multiscatter! I own this, but I also own Forest Pro which I use more often. Would it be possible to support it?
That's it for now

how many ram you installed? Octane eats a lot or ram while voxeling.
Glossiness and many other parameters use fp numbers with many decimals, this is used in the standalone version too. For me to write 0.01 or 0.0001 is the same thing, two digits more.
For uvw mapping don't you use the uvw modifier?
I use FPP too, it's more powerful than Multiscatter but Karba is the Multiscatter creator...
and now my thoughts.
I use for tests Max Live (Arion) and Vray-rt, Octane for Max for productions.
The Vray-rt materials are more powerful than Octane because are integrated well in Max. In Octane you have to stacks a lot of nodes.
The Live materials are good too because use an additive system, in Octane you can't physically coat a diffuse material, it's a mix
In Vray-rt you can use whatever light you want: spot, direct, vray dome, planar, spherical, ies with photometric curve visualization, all directional or with target
In Live you have to create your mesh lights, in Octane we have standard lights, planar, spherical, ies but not directional, impossible to achieve the right target.
Live crashes often, Vray-rt produces artefacts, Octane is stable.
Octane produces the best photorealistic results.
Vray-rt is the faster but produces not photorealistic results.
Live stay in the middle.
I'm happy with Octane, it's the best rendering engine on the planet.