Hi I am doing architecture visualization.
I also have the softimage plugin and with the softimage plug in I was able to keyframe the octanedaylight by the hour and it worked simply and well.
for professional reasons I have also purchased the 3ds max plugin. and while I am satisfied with the plug-in in general, I have found that It is not possible for me to keyframe octanedaylight parameter. I read about the work/around to keyframe the position of the octane daylight sun, but even when the sun is horizontal it is still not as dark as it should be. or maybe I just don't know how to do it right?
Part 1 : so.. how do YOU keyframe octanedaylight? Is it always more advisable to export everything to octane stand alone? what is the best practice to animate octanedaylight?
part 2 : ALSO, I thought maybe it would be also useful for other users to know what octane 3ds max plug-in parameters can be keyframed. I am using 3ds max design 2014.
Any advice would appreciated. Thanks, and happy new year!
Youngjae
what Octane parameters can I keyframe? (new user)
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So I figured out that one way to animate light with octane render is to use diffusive shader with texture emission and autokey frame the power parameter.
I worked on this scene with there different light textures and as you can see the three different textures that are keyframed differently over time. https://www.youtube.com/watch?v=7PZ9wbsTXJE
I think there must be a better and more expressive way to control light intensity parameter then creating a new texture for every light that behaves a little differently. For me the problem is that I am quite new to both 3ds max and octane - both less then 6 months exposure.
To do what I did in the scene, I actually modelled the basic geometry with rhino-grasshopper and detailed the surfaces into little squares using revit 2015.
I would like to know how one might achieve an effect like a geometry moving around the scene and the light intensity changes depending on how close the center of the geometry is to the moving object. If I were to create a new texture for each square for an effect like this, it would literally take hundreds of textures and days of keyframing. I am looking into the shaderFX and phython solution but I actually have no clue.
only if there is a 3ds max modifier made especially for octane render. My ideal workflow would be 1. select a bunch of geometry. 2. apply a modifier that access a parameter of the texture of selected geometry, i.e. the power parameter on texture emission. 3. the modifier allows different controls, a. parameter control by proximity, b, by an expression, etc.
any ideas?
I worked on this scene with there different light textures and as you can see the three different textures that are keyframed differently over time. https://www.youtube.com/watch?v=7PZ9wbsTXJE
I think there must be a better and more expressive way to control light intensity parameter then creating a new texture for every light that behaves a little differently. For me the problem is that I am quite new to both 3ds max and octane - both less then 6 months exposure.
To do what I did in the scene, I actually modelled the basic geometry with rhino-grasshopper and detailed the surfaces into little squares using revit 2015.
I would like to know how one might achieve an effect like a geometry moving around the scene and the light intensity changes depending on how close the center of the geometry is to the moving object. If I were to create a new texture for each square for an effect like this, it would literally take hundreds of textures and days of keyframing. I am looking into the shaderFX and phython solution but I actually have no clue.
only if there is a 3ds max modifier made especially for octane render. My ideal workflow would be 1. select a bunch of geometry. 2. apply a modifier that access a parameter of the texture of selected geometry, i.e. the power parameter on texture emission. 3. the modifier allows different controls, a. parameter control by proximity, b, by an expression, etc.
any ideas?