buggy ass hell and almost nothing is supported

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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timvanderwiel
Licensed Customer
Posts: 3
Joined: Thu Jan 14, 2016 3:11 pm

glimpse wrote:
timvanderwiel wrote:So I am not missing anything, I just bought an incomplete render engine virtually useless for production, and version 3 is not going to bring any useful improvement.

thats great.
think everyOne has slightly different needs & there's no need to be angry that You do not like one or the other product. What I would recomend instead is to write for OTOY & ask for refund, if they woud not agree, drop a line somewhere & pass those licences to other Guys (You might loose 10-20$ in order to make Your offer more atractive), but in the end that's what You pay, when do not want to try demo (it was done for a reason). Going through forums or reading manuwal helps a bit as well.
wel yes everyone has slightly different needs but these are the bare essentials, I did send them an email yesterday but no reply from them yet...
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Goldorak
OctaneRender Team
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm
Contact:

timvanderwiel wrote:Hey guys, I recently bought octane for 3dsmax but maybe a bit too early or am I missing something here?
I love the way it renders and the speed but is seems far from production ready if you ask me

-sometimes scenes just wont render even though it rendered before and then it show nothing or just an orange plane with a weird gradient on it.
-no maps in max are supported ones you actually use all the time like: composite, noise, gradient, falloff, colorcorrect. (yes fallof and colorcorrect are represented in octane it self but they suck balls)
-all bitmap controls are gone when you load an image through rgb image which almost makes it useless

am I doing something wrong here or am I missing something?, I see some colleagues working in it in c4d and it seems "more complete" than the max plugin.

are these things going to be fixed in a version 3?
Jim follow up on the issues you are seeing, but I can speak to the V3 plug-in roadmap as it relates to 3DS MAX.

The new V3 Max plug-in is being deployed with an experimental and previously unannounced 3.x feature (also coming to Maya and Blender). This is causing it to be released later than some other V3 plug-ins which have gone out without this feature. If it all works, this functionality will eventually be added to all the other V3 plug-ins.

A major feature coming in V3 is Open Shader Language. If it works as planned, in V3 beta 1, it will allow any user generated procedural to be used - so many more map types from MAX can be supported, without baking the textures, or being limited by the built-in procedurals/texture modifiers.
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gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

Open Shader Language?
We need full functional shaders without writing lines of code.
I don't want to learn scripts to understand how create my procedurals.
Create you a stock of shaders and distribute it within the plugins.

Regarding the latest "stable" plugin yesterday I tried to convert a complex scene from 1.9 to 2.16 with the two way converter. It doesn't work...
Why Jimstar suggests to use this unofficial converter???
He never tried to use it on complex scenes
I have to stay with the 1.9, I can't upgrade Octane for Max because Otoy prefers to develop special effects for fire and smoke.
Are you joking?
For 4 years I have created tons of scenes and object libraries compatible with the 1.9 version.
What have I to do now????

There are tons of BASIC features already available in Vray, Mray and Corona that you don't want to port into the Max plugin.
All the other programmers that are developing on Modo, Rhinoceros and Lightwave already have aligned the plugins to the host applications.

regards
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
c4d
Licensed Customer
Posts: 24
Joined: Wed Feb 25, 2015 2:12 pm

Goldorak wrote:
timvanderwiel wrote:Hey guys, I recently bought octane for 3dsmax but maybe a bit too early or am I missing something here?
I love the way it renders and the speed but is seems far from production ready if you ask me

-sometimes scenes just wont render even though it rendered before and then it show nothing or just an orange plane with a weird gradient on it.
-no maps in max are supported ones you actually use all the time like: composite, noise, gradient, falloff, colorcorrect. (yes fallof and colorcorrect are represented in octane it self but they suck balls)
-all bitmap controls are gone when you load an image through rgb image which almost makes it useless

am I doing something wrong here or am I missing something?, I see some colleagues working in it in c4d and it seems "more complete" than the max plugin.

are these things going to be fixed in a version 3?
Jim follow up on the issues you are seeing, but I can speak to the V3 plug-in roadmap as it relates to 3DS MAX.

The new V3 Max plug-in is being deployed with an experimental and previously unannounced 3.x feature (also coming to Maya and Blender). This is causing it to be released later than some other V3 plug-ins which have gone out without this feature. If it all works, this functionality will eventually be added to all the other V3 plug-ins.

A major feature coming in V3 is Open Shader Language. If it works as planned, in V3 beta 1, it will allow any user generated procedural to be used - so many more map types from MAX can be supported, without baking the textures, or being limited by the built-in procedurals/texture modifiers.
Hi admin,wish u have a good day
for the v3 plugin, can we have deep image supported? Does the plugin can save animation deep seq files? also does the plugin support fumefx and phoenix fd?? and can read the openvdb files created by houdini? after that, could u please make the plugin support realflow seq liquid animation motionblur? so does the foam and splash particles??
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mykola1985
Licensed Customer
Posts: 197
Joined: Mon Sep 24, 2012 6:04 pm

gabrielefx wrote:Open Shader Language?
We need full functional shaders without writing lines of code.
I don't want to learn scripts to understand how create my procedurals.
Create you a stock of shaders and distribute it within the plugins.

Regarding the latest "stable" plugin yesterday I tried to convert a complex scene from 1.9 to 2.16 with the two way converter. It doesn't work...
Why Jimstar suggests to use this unofficial converter???
He never tried to use it on complex scenes
I have to stay with the 1.9, I can't upgrade Octane for Max because Otoy prefers to develop special effects for fire and smoke.
Are you joking?

For 4 years I have created tons of scenes and object libraries compatible with the 1.9 version.
What have I to do now????

There are tons of BASIC features already available in Vray, Mray and Corona that you don't want to port into the Max plugin.
All the other programmers that are developing on Modo, Rhinoceros and Lightwave already have aligned the plugins to the host applications.

regards
it looks like you are joking... Fire and smoke effects is an important addition to Octane!

if it's not useful for you, it doesn't mean the same for everyone else, even if you were the biggest 3d designer in the world!

as for the material compatibility, well continue using 1.9 for old scenes only ;-)
i7 3770K, 12GB RAM, ASUS STRIX GTX 780 - 6GB OC Edition + ASUS GTX 780 Ti - 3GB, win 7 ultimate 64bit
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Why cannot we have Motion blur for liquids. Why vray can do it and otoy says they cannot because of the changing topology. How can big company use OCtane for movie production if they cannot have mb for liquids?
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mbetke
Licensed Customer
Posts: 1293
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
Contact:

as for the material compatibility, well continue using 1.9 for old scenes only ;-)
You are joking/trolling, aren't you? If not you have NO idea about scene/asset management in a professional environment. Gabriel and me are talking about object libraries which you re-use and drag into a scene.
it costs weeks of work to re-build the materials from scratch or adjust them with the half-baked converters floating around here. I earn money with 3D and need this to work. I have no army of flying monekys who do model conversions for me, install and swap plugins. I need my tools to work and integrated. it is not easy to just switch a render engine when you are on a specific setup for years and invested money and time into this setup.

We need an integrated backwards compatibility. Nothing more, nothing less.
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
c4d
Licensed Customer
Posts: 24
Joined: Wed Feb 25, 2015 2:12 pm

looks like we all stick with 1.9 version...lol~~~ that's a little bit shame on your dear otoy team...people just don't want to use latest version! and hell yeah,I stick with 1.9 forever cuz I never,never,never convert all damn fuvking GBs models again!! :twisted: :twisted: :twisted:
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mbetke
Licensed Customer
Posts: 1293
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
Contact:

And in two years we are forced to convert again to another material defintion because they decide to change something again. This is really frustrating. Ok, enought rant from my side... ;) ;)
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
DIO
Licensed Customer
Posts: 104
Joined: Thu Jul 18, 2013 8:40 am

c4d wrote:looks like we all stick with 1.9 version...lol~~~ that's a little bit shame on your dear otoy team...people just don't want to use latest version! and hell yeah,I stick with 1.9 forever cuz I never,never,never convert all damn fuvking GBs models again!! :twisted: :twisted: :twisted:
gabrielefx wrote:Open Shader Language?
We need full functional shaders without writing lines of code.
I don't want to learn scripts to understand how create my procedurals.
Create you a stock of shaders and distribute it within the plugins.

Regarding the latest "stable" plugin yesterday I tried to convert a complex scene from 1.9 to 2.16 with the two way converter. It doesn't work...
Why Jimstar suggests to use this unofficial converter???
He never tried to use it on complex scenes
I have to stay with the 1.9, I can't upgrade Octane for Max because Otoy prefers to develop special effects for fire and smoke.
Are you joking?
For 4 years I have created tons of scenes and object libraries compatible with the 1.9 version.
What have I to do now????

There are tons of BASIC features already available in Vray, Mray and Corona that you don't want to port into the Max plugin.
All the other programmers that are developing on Modo, Rhinoceros and Lightwave already have aligned the plugins to the host applications.

regards
I´m afraid I have the same feelings and I am more and more disappointed about the max Plugin.
I still love Octane because of the Look it can create, the speed and the workflow.
But basic things are missing for ages. I agree that rendering volumes, fire, smoke and so on are great and I can understand
people are looking forward to those.
But I still can´t get any Renderlayers in my EXR files and the Object and Material IDs are still a joke. Random colors, seriously?
I just recently convinced the boss of my company to try Interior Visualization Animations with Octane.
I had a though time explaining the compositors, why they can´t have a RGB Mulitmatte Render Element like
in Vray. Or why I can´t make objects invisible to reflection, include and exclude from lights. And so on....
The Render Layer ID mode with the ID setting in the octane properties is great, but I have to re-render Masks
for every single object.
I gave up asking for something like a RGB Render Element, no one cares.
In fact the support gets worse all the time.

The thing about the none functioning converters is also very frustrating.
We are also stranded with 1.9. I built up a huge model library since version 1.5.
We use our assets and shaders for the architectural renderings all the time. I can´t just re-do all
my materials again.

As cool as this new experimental feature or volume rendering in octane 3.0 might be.
If there won´t be the missing basic features like masks added and a functioning converter für pre 2.0
scenes we are done with octane.
corei7-4930k 6 x 4,0 Ghz, 32GB RAM, 2x 980 Ti

Win7 64bit, 3dsmax 2014 / 2015
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