Viewport - Animated texture

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
Forum rules
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
User avatar
Goldisart
Licensed Customer
Posts: 780
Joined: Sat Oct 26, 2013 8:47 am

paride4331 calm down :) :) :) the question is not about the octane Rander/////again ... for those who think hard !... to use a sequence of images in bitmap (standard) and show the customer pre-render using shift+v
\
2017-03-10_00-22-28.png
///
2017-03-10_00-24-15.png
///////////////

and will you have happiness and peace :) :) :) :)

..........
this is much faster than octane render :)

...............
but .... you can turn on clay ... and to believe in ultra low quality :) as variant :D - joke
..............
you can disable the bounce reflections, etc. the octane render is very flexible for such tasks render
User avatar
paride4331
Octane Guru
Posts: 3808
Joined: Fri Sep 18, 2015 7:19 am

Hi Goldisart,
for sure, but from what I know, using Octane, is not possible making a 3dsMax preview render with an animated background as Stir wants.
isn't it?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
a1x
Licensed Customer
Posts: 28
Joined: Tue Apr 14, 2015 1:26 pm

Hey I just checked one of my older animations / scenes which also has embedded a video / image sequence.

And you are right. The viewport ist _NOT_ updating while scrubbing through the frames. No matter what I set the material / preview / update material etc. to.



But have you tried the following workaround? (I am not sure it works)

Use a standard scanline material and put that on a new plane in front of the plane that you use right now.

Maybe the standard scanline material will update in the viewport. All you will have to do is to disable renderable on the new plane... and you have one for your rendering and one for your viewport. :)
stir
Licensed Customer
Posts: 101
Joined: Sun Apr 10, 2016 7:12 am

a1x wrote:Hey I just checked one of my older animations / scenes which also has embedded a video / image sequence.

And you are right. The viewport ist _NOT_ updating while scrubbing through the frames. No matter what I set the material / preview / update material etc. to.



But have you tried the following workaround? (I am not sure it works)

Use a standard scanline material and put that on a new plane in front of the plane that you use right now.

Maybe the standard scanline material will update in the viewport. All you will have to do is to disable renderable on the new plane... and you have one for your rendering and one for your viewport. :)
Standard material from scanline does indeed update in the viewport, even when Octane is sett as the renderer.
So the workaround works
But it's inconvenient to have extra objects to keep tack of in an already bussy scene. And when you have multiple animated objects with animated textures this gets really messy.

Other workarounds i have looked at is to have double sett of materials.
1 standardmaterial for preview in the viewport and then 1 Octane shader that gets applied when rendering.

But again. I feel these workaround is unnecessary extra steps..... :(



-Mats
------------------------------------------------------------------------------

http://www.stir.no
stir
Licensed Customer
Posts: 101
Joined: Sun Apr 10, 2016 7:12 am

All right i have gotten 1 step further.
I have managed it to update when scrubbing in the viewport atleast.

Its based on Goldisart image.

I work in compact material editor most of the time. I find it cleaner and faster.

Here is what i did:

1 - Open a new instance of 3ds max.
2 - Set the render engine to octane
3 - Select the first material slot and make it a Octane Diffuse shader
4 - Change the diffuse slot from color to texture
5 - Apply a RGB map
6 - In the "Filename" slot get your image sequence (Remember you check the sequence box when getting your image sequence)
7 - Now click on "Show shaded material in viewport" button. (Its the checker pattern with the little lightbulb)
8 - Scrub the timeline..... nothing happens.... go back to frame 0

9 - Now click the "Standard texture" slot under "Filename", here you have the option to apply a bitmap, as scanline does.
apply the bitmap and select the same image sequence.
10 - While innside the bitmap click the "Show shaded material in viewport" again.
11 - scrub the timeline...... nothing happens.......*damn*

BUT!!! here is the strange part.

If you now open the material editor in slate instead of compact mode.
then use the "pick material from object " eye dropper and get the material in to the slate editor.
Find the bitmap node and then click "Show shaded material in viewport" on and of (the button Goldisar have pointedout in his image)

if you now scrub the timeline!!! IT UPDATES!!......

So what i learned from this is.
If you want to display animated texture in the viewport using octane shader you need to use the standard texture slot with a bitmap. and you need to use the slate editor display texture button instead of the compact one........


Here is the sad part tho.
Even tho it now updates in the viewport..... it does not work with the viewport preview :(
("tools" -> "Preview - Grab viewport" -> "Create preview animation")

So i guess that concludes with what paride says about not beeing able to create a 3ds max preview.



really appreciate your time guys trying to help me out on this :)

-Mats
------------------------------------------------------------------------------

http://www.stir.no
User avatar
Goldisart
Licensed Customer
Posts: 780
Joined: Sat Oct 26, 2013 8:47 am

Yes, I'm sorry .... we need this time to decide I just remembered I also did an animation using standardy material
User avatar
Goldisart
Licensed Customer
Posts: 780
Joined: Sat Oct 26, 2013 8:47 am

oooo I just remembered I did it via quicksilver render - visual style - COLOR

very very fast renders
Attachments
2017-03-10_14-21-03.jpg
Post Reply

Return to “Autodesk 3Ds Max”