OctaneRender® for 3ds max® v1.25[Test]

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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tonycho
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Hi Karba.
Any news for next update?

Can you put render region in next update ? :D
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nildoe
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Joined: Wed Sep 14, 2011 9:03 am
Location: Maputo-Mozambique
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Hi Karba,

I think i found a Bug in the CAST SHADOW Feature...

Image on the Left..i selected all the elements of the character and put CAST SHADOWS OFF...the character turns REDISH!! the right image is the correct color of the character.

EDIT: In case it helps...the shader was created based on tony's skin2 shader from Live DB...i less complex one..but using some of his techniques.

Nildo
Attachments
CastShadows_Problem.jpg
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!

MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
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gabrielefx
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Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

tonycho wrote:Hi Karba.
Any news for next update?

Can you put render region in next update ? :D
I think that Karba is waiting for a stable code, I see a new release every day. Now Octane kernel lacks a lot of the 1.5 features.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
dawe
Licensed Customer
Posts: 178
Joined: Sun Nov 27, 2011 11:28 pm

I Would be realy glad if support for xref materials where added, so you dont have to merge the materials in to the scene. And allso, maybe support for closed containers. As it is now it dont work as long as the container is closed.
Best
Daniel
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Karba
OctaneRender Team
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Joined: Sat Jun 11, 2011 9:05 am

nildoe wrote:Hi Karba,

I think i found a Bug in the CAST SHADOW Feature...

Image on the Left..i selected all the elements of the character and put CAST SHADOWS OFF...the character turns REDISH!! the right image is the correct color of the character.

EDIT: In case it helps...the shader was created based on tony's skin2 shader from Live DB...i less complex one..but using some of his techniques.

Nildo
It is not a bug. It is expected. Light goes deeper inside due to no shadows.
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Karba
OctaneRender Team
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Joined: Sat Jun 11, 2011 9:05 am

gabrielefx wrote:
tonycho wrote:Hi Karba.
Any news for next update?

Can you put render region in next update ? :D
I think that Karba is waiting for a stable code, I see a new release every day. Now Octane kernel lacks a lot of the 1.5 features.
1.31 will be pretty soon.
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nildoe
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Posts: 464
Joined: Wed Sep 14, 2011 9:03 am
Location: Maputo-Mozambique
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I see...

is there a way to render this properly then? a work around u could advise?

Nildo
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!

MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
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gabrielefx
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Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

Hi Karba

I noticed that if I merge Max objects into an existing Max scene Octane material names are not merged.

Example:
I have a scene with a teapot textured with a material called "wood1". No matter what are the textures used in the "wood1" material.

If I merge an object contained in another scene and this object has a material called "wood1" as soon as I open this object Max asks if I want to use the object material or use the existing scene material.
If I select "use the scene material" the Octane plugin should discard the imported material and apply the already existing wood1

If I use Vray it merges correctly the two materials and in the scene I have one material called "wood1" and not many materials called wood1, wood1, wood1, wood1, etc. (in case I merge several objects from various scenes).

Please check it.

Thanks.
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