OctaneRender® for 3ds max® v2.24.2 - 2.16 [OBSOLETE]
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Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
jim tnx for your explanations.
I am sure now gamma is working like in standalone. basically I don't care at the moment, let me explain our current workflow with plugin version 2.13:
we just use octane viewport for rendering (except for animations of course). we visually decide when the rendering is finished, then pause the render, eventually do some postprocessing via the camera setting or adjusting hotpixel removal or slightly adjust gamma (all done with camera selected).
then port to framebuffer, save as 16bit.
THIS WORKFLOW DOES NOT WORK ANYMORE, since the camera gamma is coupled with the 3ds Max gamma. I know that I can just disable max gamma but then material editor and display ports give a bad visual feedback as you know and also explained.
In standalone I just can alter the imager's gamma to 1 and the scene looks kind of right. With max gamma set to 2.2 the only response curve that shows a "right" image is linear.
I really appreciate your work on the plugin (also your "gamma work" till now) but IMO we have to find a solution which makes above described workflow possible again while using all the available response curves. I honestly don't know how, I just want you to understand why we all are complaining.
as I understand, karba did some hack to get 3dsmax material editor showing the material kind of right, which disturbed and confused the whole gamma chain and finally led to 3ds max saving wrong gammas to the image file.
so my question:
Are you absolutely sure you cannot find an non-destructive way to make above workflow possible again without disabling max gamma?
For all other users confused about gamma at all:
http://www.cambridgeincolour.com/tutori ... ection.htm
here the problem shown when coupling 3dsmax gamma with octane tonemapping: anyway you must be annoyed by all our post by now, sorry for that, but we are your customers hehe
I am sure now gamma is working like in standalone. basically I don't care at the moment, let me explain our current workflow with plugin version 2.13:
we just use octane viewport for rendering (except for animations of course). we visually decide when the rendering is finished, then pause the render, eventually do some postprocessing via the camera setting or adjusting hotpixel removal or slightly adjust gamma (all done with camera selected).
then port to framebuffer, save as 16bit.
THIS WORKFLOW DOES NOT WORK ANYMORE, since the camera gamma is coupled with the 3ds Max gamma. I know that I can just disable max gamma but then material editor and display ports give a bad visual feedback as you know and also explained.
In standalone I just can alter the imager's gamma to 1 and the scene looks kind of right. With max gamma set to 2.2 the only response curve that shows a "right" image is linear.
I really appreciate your work on the plugin (also your "gamma work" till now) but IMO we have to find a solution which makes above described workflow possible again while using all the available response curves. I honestly don't know how, I just want you to understand why we all are complaining.
as I understand, karba did some hack to get 3dsmax material editor showing the material kind of right, which disturbed and confused the whole gamma chain and finally led to 3ds max saving wrong gammas to the image file.
so my question:
Are you absolutely sure you cannot find an non-destructive way to make above workflow possible again without disabling max gamma?
For all other users confused about gamma at all:
http://www.cambridgeincolour.com/tutori ... ection.htm
here the problem shown when coupling 3dsmax gamma with octane tonemapping: anyway you must be annoyed by all our post by now, sorry for that, but we are your customers hehe
Last edited by boris on Wed Jan 13, 2016 8:07 pm, edited 1 time in total.
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- visionmaster2
- Posts: 107
- Joined: Wed Apr 10, 2013 12:52 pm
Hello Jimstar,
could you post a simple basic 3dsmax scene with the correct settings for the gamma ?
that could solve a lot questions and save a lot of time for you and customers.
thank you
M.°
could you post a simple basic 3dsmax scene with the correct settings for the gamma ?
that could solve a lot questions and save a lot of time for you and customers.
thank you
M.°
Hi,
Sorry to bother. Here is a bug I'd like to report.
Topic name Mix material problem used with Multi/Sub Object Material
viewtopic.php?f=81&t=52229&p=261718#p261718
Sorry to bother. Here is a bug I'd like to report.
Topic name Mix material problem used with Multi/Sub Object Material
viewtopic.php?f=81&t=52229&p=261718#p261718
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NO WORK Use thone mapping !!!!! don't even get this version.... while it is possible to work 2.15
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