Hi karba, i have found a bug while rendering an animation with 3dsmax : BlobMesh doesn't update. (even with movable proxy checked)
It's ok with octane viewport render but not with 3dsmax rendering.
Could you please it. Thanks
I'm working with 3dsmax 2012 64b.
NB : generally 3dsmax render doesn't work very well with octane :
- first frame is always wrong when you have materials with animated values.
Animation BUG
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What is BlobMesh?bicket wrote:Hi karba, i have found a bug while rendering an animation with 3dsmax : BlobMesh doesn't update. (even with movable proxy checked)
It's ok with octane viewport render but not with 3dsmax rendering.
Could you please it. Thanks
I'm working with 3dsmax 2012 64b.
NB : generally 3dsmax render doesn't work very well with octane :
- first frame is always wrong when you have materials with animated values.
something like that in the scene attached.
update ok in octane viewport
does not update in 3ds max render
I have to render the full animation this week
update ok in octane viewport
does not update in 3ds max render
I have to render the full animation this week

- Attachments
-
- blobmesh.zip
- (25.73 KiB) Downloaded 210 times
Thanks Karba.
I can't wait for next week so i wrote a script that update the viewport at every frame before rendering. but it's slower than a batch render.
Anyway, i wait for the new release because I often use BlobMesh.

I can't wait for next week so i wrote a script that update the viewport at every frame before rendering. but it's slower than a batch render.
Anyway, i wait for the new release because I often use BlobMesh.
Now how did you do that?bicket wrote:Thanks Karba.![]()
I can't wait for next week so i wrote a script that update the viewport at every frame before rendering. but it's slower than a batch render.
Anyway, i wait for the new release because I often use BlobMesh.
Octane didn't send a proper "pre-render" message last time I checked. I was unable to attach either pre or post render scripts. Is it fixed now or are you rendering out each frame "manually" from script?
Suv
suvakas wrote:Now how did you do that?bicket wrote:Thanks Karba.![]()
I can't wait for next week so i wrote a script that update the viewport at every frame before rendering. but it's slower than a batch render.
Anyway, i wait for the new release because I often use BlobMesh.
Octane didn't send a proper "pre-render" message last time I checked. I was unable to attach either pre or post render scripts. Is it fixed now or are you rendering out each frame "manually" from script?
Suv
I render each frame "manually" from script
I'm not expert in MAxscript but it works :
(
global rol_worwhite
try(destroyDialog rol_worwhite)catch()
rollout rol_worwhite "each frame render"
(
button btn_render "RENDER"
on btn_render pressed do
(
renderSceneDialog.close()
local originalOutPath = rendOutputFileName
for t = 0 to 350 do --from begin to the end
(
sliderTime = t
outputPath = (getfilenamepath originalOutPath) + ( getFilenameFile(filenamefrompath originalOutPath)) + "_" + (t as string) + (getFilenameType originalOutPath)
rendOutputFileName = outputPath
rendSaveFile = true
rendShowVFB = false
max quick render
)
)
)
createdialog rol_worwhite
)
I think I'm having the same problem with the RealFlow Render kit. I posted another thread here about it. The short of it is that geometry won't update when I render. Previews in octane are fine so long as I update the geometry in viewport first. without doing that, it won't work. I think i've temporarily solved my deadline problem with the above max script. (but it would be good to not have to use it, 40 million particles being loaded and culled in the viewport per frame isn't a good use of my time)