Just copy the 2015 files in 2016 directory, works fine.nildoe wrote:Hi Jim.
How can we install to max 2016?
Nildo
OctaneRender® for 3ds max® v2.22.2 - 1.2 [OBSOLETE]
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Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
got it! thx!!
is it just me or the shadows pass is not working?
Or maybe i dont get the workflow of it..basically i have a test..i made a teapot a plane as floor and sun...
i wanted to to see the shadow pass in octane viewport only, the rest would be as alpha..i have checked alpha shadows and BG in the kernel.
but all i get is a WHITE image..
Am I doing something wrong
Nildo
is it just me or the shadows pass is not working?
Or maybe i dont get the workflow of it..basically i have a test..i made a teapot a plane as floor and sun...
i wanted to to see the shadow pass in octane viewport only, the rest would be as alpha..i have checked alpha shadows and BG in the kernel.
but all i get is a WHITE image..
Am I doing something wrong
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.
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
- johnkomnos
- Posts: 13
- Joined: Sat Aug 25, 2012 10:34 am
Hi,
I confirm also that all lightpasses in render elements are changed as "reflections" pass.
I confirm also that all lightpasses in render elements are changed as "reflections" pass.
Friends! Can check a bug?
Create a teapot, pointing him a "movable proxy", do 10,000 copies.
Open octane viewport, but only through the "quad menu", not through "render settings"
Begins to render, close the window.
Nothing changes, open octane viewport again. 3dMax is crash.
3dmax version 2014, 2015.
Create a teapot, pointing him a "movable proxy", do 10,000 copies.
Open octane viewport, but only through the "quad menu", not through "render settings"
Begins to render, close the window.
Nothing changes, open octane viewport again. 3dMax is crash.
3dmax version 2014, 2015.
GTX 480
- johnkomnos
- Posts: 13
- Joined: Sat Aug 25, 2012 10:34 am
Yes, crash here also even through "render settings"! It also happens in 3dsmax 2016.Pancir wrote:Friends! Can check a bug?
Create a teapot, pointing him a "movable proxy", do 10,000 copies.
Open octane viewport, but only through the "quad menu", not through "render settings"
Begins to render, close the window.
Nothing changes, open octane viewport again. 3dMax is crash.
3dmax version 2014, 2015.
First of all, thanks for the new release and the cool new features 
I was so happy hearing about the Object Masks via object layer ID and the render layer setup property, but I´m afraid,
I don´t get it somehow.
Setting all my object in the scene to object layer ID 1 and the one I need the mask for to f.e. 2 works great when rendering
through octane viewport and enabling the Render layer setup and setting active layer ID to 2.
But I would like to render my layer mask with alpha on the fly when rendering through 3dsmax.
So I set up Render Layer ID- and Render Layer Mask-Passes in the Render Elements and activated "Start after beauty" in the info passes setup in Kernel properties.
But both passes that are rendered and saved after the beauty Layer are looking exactly the same as an Object ID pass.
All objects are visible with randomly assigned colors and no specified objects in alpha channel. Is this a bug or meant that way ?
What I would really love:
I want the result given through the octane preview window when Render layer setup ist activated for multiple objects via the Render Elemets. So there needs to be the same Object Layer ID setting as it is in the Octane object properties, also inside the
Render Layer ID Element.
That way I could setup multiple Render Layer ID Elements for multiple objects and getting the masks for the objects I need
with just one render.
An Alpha of each object would be enough, the RGB of the Render ID Element doesn´t need to look like the beauty pass, just any color would suffice.
Is that understandable and doable in any way ?

I was so happy hearing about the Object Masks via object layer ID and the render layer setup property, but I´m afraid,
I don´t get it somehow.
Setting all my object in the scene to object layer ID 1 and the one I need the mask for to f.e. 2 works great when rendering
through octane viewport and enabling the Render layer setup and setting active layer ID to 2.
But I would like to render my layer mask with alpha on the fly when rendering through 3dsmax.
So I set up Render Layer ID- and Render Layer Mask-Passes in the Render Elements and activated "Start after beauty" in the info passes setup in Kernel properties.
But both passes that are rendered and saved after the beauty Layer are looking exactly the same as an Object ID pass.
All objects are visible with randomly assigned colors and no specified objects in alpha channel. Is this a bug or meant that way ?
What I would really love:
I want the result given through the octane preview window when Render layer setup ist activated for multiple objects via the Render Elemets. So there needs to be the same Object Layer ID setting as it is in the Octane object properties, also inside the
Render Layer ID Element.
That way I could setup multiple Render Layer ID Elements for multiple objects and getting the masks for the objects I need
with just one render.
An Alpha of each object would be enough, the RGB of the Render ID Element doesn´t need to look like the beauty pass, just any color would suffice.
Is that understandable and doable in any way ?

corei7-4930k 6 x 4,0 Ghz, 32GB RAM, 2x 980 Ti
Win7 64bit, 3dsmax 2014 / 2015
Win7 64bit, 3dsmax 2014 / 2015
hello
could it be possible for next releases to have files and not just an installer ?
Sometimes one is better,.
Thanks
could it be possible for next releases to have files and not just an installer ?
Sometimes one is better,.
Thanks
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
+1Goldisart wrote:are there plans for octane to support the standard bitmap ?
Just drag&drop textures would be a great timesaver.
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti