I'm sorry if someone has mentioned this already or it has been mentioned as a known issue .
I have what appears to be a reproducible bug at least on my machine and scene where the Max2Octane exporter fails with an error:
--Unknown property: "pos" in undefined
This happens in my scene when I have my camera set as 'free' but not as 'target' .
On another note is it true that currently the only thing to have motion blur is the camera ?
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- nirokugraphic
- Posts: 19
- Joined: Sat May 08, 2010 6:18 am
scratch/post (Michael Todd) Independent Broadcast Designe + Visual Effects Artist www.scratchpostvfx.com
Max 09/2012 Win 7 64 | Quadro FX 3800 | Intel Core2Quad 2.39GHz | 8GB
Max 09/2012 Win 7 64 | Quadro FX 3800 | Intel Core2Quad 2.39GHz | 8GB
Hi,
The reason why it fails is that for each frame exported to octane, Octane needs both camera xyz and target xyz. A source and destination. This is just how octane works.
You can however, step out of your free camera with v then p.
Then with nothing selected hit ctrl+c and your old camera with its settings would be copied out to a target camera. you can also just add the target.
We can make it so this is checked and converted for you automaticly.
Regarding Object motion blur,
in some specific cases you can change the relation between motion entities in 3dsmax, so its your camera that moves and your mesh that is static, in a swaped relation so any underlaying camera motion is sustained.
However its a limited aproach.
I reccomend you to do vector based Motionblur Post, Ive done it and the result is pleasing and has a good quality.
mads
The reason why it fails is that for each frame exported to octane, Octane needs both camera xyz and target xyz. A source and destination. This is just how octane works.
You can however, step out of your free camera with v then p.
Then with nothing selected hit ctrl+c and your old camera with its settings would be copied out to a target camera. you can also just add the target.
We can make it so this is checked and converted for you automaticly.
Regarding Object motion blur,
in some specific cases you can change the relation between motion entities in 3dsmax, so its your camera that moves and your mesh that is static, in a swaped relation so any underlaying camera motion is sustained.
However its a limited aproach.
I reccomend you to do vector based Motionblur Post, Ive done it and the result is pleasing and has a good quality.
mads
Amiga 1000 with 2mb memory card
It´s not realy required to have a real target...
You have the position, the direction, the up-vector and the interest distance from the camera.
With that and a little bit of vector things, you can calculate the target...
face
You have the position, the direction, the up-vector and the interest distance from the camera.
With that and a little bit of vector things, you can calculate the target...
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
- nirokugraphic
- Posts: 19
- Joined: Sat May 08, 2010 6:18 am
In addition would you not have a situation where converting a camera type from free to target could *possibly* change the camera position and and subject ?
As for the motion blur, that's cool - my objects are animated by dummys so that could possibly be baked down but I was curious . As for doing the motion blur in post, it is an option but isn't ideal because the movement of pixels without actual motion vectors does not respect the movement of the camera so you get incorrect blurring . Even motion vectors themselves are not always a perfect substitute for render time motion blurring and since Octane is so fast, it would be a shame to not have access to that right ?
As for the motion blur, that's cool - my objects are animated by dummys so that could possibly be baked down but I was curious . As for doing the motion blur in post, it is an option but isn't ideal because the movement of pixels without actual motion vectors does not respect the movement of the camera so you get incorrect blurring . Even motion vectors themselves are not always a perfect substitute for render time motion blurring and since Octane is so fast, it would be a shame to not have access to that right ?
scratch/post (Michael Todd) Independent Broadcast Designe + Visual Effects Artist www.scratchpostvfx.com
Max 09/2012 Win 7 64 | Quadro FX 3800 | Intel Core2Quad 2.39GHz | 8GB
Max 09/2012 Win 7 64 | Quadro FX 3800 | Intel Core2Quad 2.39GHz | 8GB
rman1974 wrote:Hi!
Looks like camera position depends from System Unit in 3dsmax:
Camera is inside teapot on second picture.
3dsmax 2009x64, beta 2.2RC3
Anyway - big thanks for you work! Greetings from Russia
As i wrote in the description for the pre2011 version:
NOTE: For users with MAXversion pre 2010 try the max2octane_1.022_pre2010
- It should work with MAX version 2008/2009 atleast
- For 3dsMax versions prior to 2010 its recommended to setup your system units to meters manually.
This is a limitation in maxversions before 2010, no easy way to access the objexport configuration..
Hello
well, the interest distance == target distance so it should be very easy to fixface wrote:It´s not realy required to have a real target...
You have the position, the direction, the up-vector and the interest distance from the camera.
With that and a little bit of vector things, you can calculate the target...
face

Hello
Right, called interest distance in Softimage.kilaD wrote:well, the interest distance == target distance so it should be very easy to fixface wrote:It´s not realy required to have a real target...
You have the position, the direction, the up-vector and the interest distance from the camera.
With that and a little bit of vector things, you can calculate the target...
face
Also target distance in Max

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578