also first test,but some problem

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plato13404256
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hey,octaners.

i test some bolls in 3ds max with octane.

but i didn't know why i make the different map in 3ds max,but become the same when render with octane?

a bug?or i make the wrong?
Attachments
1.jpg
windows 7 64 bit| Geforce GTX260+ | i7 920 Quad 2.66GHz | ddr1600 2g*3 | 3ds max2010+octane
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radiance
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Hi,

You should describe the issue with more detail. I don't really understand what you mean, and if it's due to materials it's likely an exporter configuration issue.
There's 3ds max exporter config examples in the manual.

Radiance
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nickliang
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Hi photo...........

Not understand what you mean.looks is ok, problems Come from?
Win XP 32 | i7-920 | GTX470 | 3GRAM
plato13404256
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sorry!

in 3ds max ,i give every boll a different map,like this:
2.jpg
but when i export to octane,i just change the Material one of they,then the same they will be,like this:
1.jpg
windows 7 64 bit| Geforce GTX260+ | i7 920 Quad 2.66GHz | ddr1600 2g*3 | 3ds max2010+octane
plato13404256
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thanks all!

i found the the way,is max Standard Material issues,because i use the mr Material to export.
windows 7 64 bit| Geforce GTX260+ | i7 920 Quad 2.66GHz | ddr1600 2g*3 | 3ds max2010+octane
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Haloman
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had same problem..
Actually u have to rename each material with no spaces
e.g.: in stead of Red Ball 01 use: RedBall01
and use standard max materials..
worked for me
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face
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When that is one mesh in Max, make a mesh for every ball.
The problem with a single mesh is, that you can use only one UV-texture per mesh.
Also seperate them and then export.

face
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Proupin
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Note that multi-materials work too (as long as they contain standard materials), which would allow you to have a single mesh and one UV per Material ID...

It would be great to have uv channels so a single material could contain more than one uv, which is not currently possible... perhaps an .obj limitation? haven't tried
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