a workaround is to load another texture name and reload the good one, it's working without closing the octane preview ( but right, that's annoying too but save build time on heavy scenes !!)acc24ex wrote:I just remembered to fix one annoyin thing - when you reload the scene = the texture doesn't get reloaded - I have to close the octane preview windows and open again - that is, when I work on a texture in photoshop and I'm checking on progress in 3d max - this is what I have to do every time - can you at least add another button that does a "hardware" reload, so it closes and opens the window on its own
- sometimes when something bugs out on the system, you notice it only after you close and open, probably something stuck in the memory... anyway take into consideration please
OctaneRender® for 3ds max® v1.18[Test]
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I know that works as well, the point is not to click three times to reload something at least reduce it it to one - 3dmax usually loads this automagically when using it's own shaderoudou wrote: a workaround is to load another texture name and reload the good one, it's working without closing the octane preview ( but right, that's annoying too but save build time on heavy scenes !!)
- another bug, I encountered - if that even helps anymore, cause we might be introduced to entirely new bugs

- the color correction node - when you copy/paste it, or ctr-shift-alt drag inside the slate material editor - it tends to override something in this situation - when you drag copy it it returns it into texture node
- when both of those nodes are attached to it, and you change the texture to a colour - it tends to turn the color settings into a texture -
- keep it in mind anyway or list is a bug - because I kept on getting strange results because I had 15 nodes for a material, and couldnt figure out what it was - this can crop up as a problem -
- mind you, if you copy it inside a material editor, and than drag it back it's ok, only when you ctr+shit+alt drag drop it inside node editor, which I do a lot, because I can
3dmax, zbrush, UE
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//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
The only way to do Motion Blur in 3dsmax is using Multi-Pass Effect in standard camera. Set it to Motion Blur. Dither to zero. And don't forget to reduce samples per pixel amount by Total passes amountsolomon wrote:Karba, what is the best way to use motionblur in 3DS Max with the Octane Plugin?
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hey karbaKarba wrote:The only way to do Motion Blur in 3dsmax is using Multi-Pass Effect in standard camera. Set it to Motion Blur. Dither to zero. And don't forget to reduce samples per pixel amount by Total passes amountsolomon wrote:Karba, what is the best way to use motionblur in 3DS Max with the Octane Plugin?
say I want to make a fast transition with motion blur from one camera view to another with a different camera shift. is this possible? I mean is there a way to animate the camera setup parameters in render dialog (since camera correction modifier is not working)?
tnx
boris
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- bugbuilder
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hi octaners, frist, I wissh an happy new for all of you...Then , my question, is these any background inage environnement avalaible?
if any, who can we add it? Thanks....
if any, who can we add it? Thanks....
intel xeon Cpu X5650 @ 2.67Ghz ( 2 processors) -12gBites ram ddr3 corsair platinum ess -nvidia geforce gtx 480 +twinteck gtx 680 watercooled antec kuhler h2o 620, antec 1200w power supply