OctaneRender® for 3ds max® v3.06 TEST 3 - 4.31 [OBSOLETE]

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calus
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coilbook wrote:what expected exposure should be set to if under camera exposure is set to 6. Should i change it to 6?
yes

viewtopic.php?f=33&t=60014
Pascal ANDRE
coilbook
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nildoe wrote:When you say Phoenix FD 3 support, does that mean Foam and Splashes now get rendered as well?? (please say yes! )

+1 Please tell us mist, foam, bubbles, wetmaps will be supported too
coilbook
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alternatives to noise threshold in AS???

It seems that areas that are directly lit should get a separate noise threshold I think.
Because 0.1- 0.2 is more than enough for direct lit areas but indirectly lit areas especially dark interiors would need around 0.04 or less.

But right now if we set it to 0.03 we waste a lot of time waiting for direct lit areas to reach their noise levels even though they look done way before the system colors them green.

But if we set to 0.1 - 0.2 direct lit areas looks fine but indirect still look grainy because system uses one threshold for both direct and indirect.

Thanks
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kcpr-raffaEl
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coilbook wrote:alternatives to noise threshold in AS???

It seems that areas that are directly lit should get a separate noise threshold I think.
Because 0.1- 0.2 is more than enough for direct lit areas but indirectly lit areas especially dark interiors would need around 0.04 or less.

But right now if we set it to 0.03 we waste a lot of time waiting for direct lit areas to reach their noise levels even though they look done way before the system colors them green.

But if we set to 0.1 - 0.2 direct lit areas looks fine but indirect still look grainy because system uses one threshold for both direct and indirect.

Thanks
Isn't this in some way connected with exposure settings? Just guessing...

Maybe because it's related with engine core, it would be better to check all these things in standalone - cause 3ds max is TEST 3 - which is one step behind, Standalone is TEST 4 for now.
coilbook
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kcpr-raffaEl wrote:
coilbook wrote:alternatives to noise threshold in AS???

It seems that areas that are directly lit should get a separate noise threshold I think.
Because 0.1- 0.2 is more than enough for direct lit areas but indirectly lit areas especially dark interiors would need around 0.04 or less.

But right now if we set it to 0.03 we waste a lot of time waiting for direct lit areas to reach their noise levels even though they look done way before the system colors them green.

But if we set to 0.1 - 0.2 direct lit areas looks fine but indirect still look grainy because system uses one threshold for both direct and indirect.

Thanks
Isn't this in some way connected with exposure settings? Just guessing...

Maybe because it's related with engine core, it would be better to check all these things in standalone - cause 3ds max is TEST 3 - which is one step behind, Standalone is TEST 4 for now.
Thanks! It might be
coilbook
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i am not seeing any octane mod for phoenix 3

could you please help
Attachments
octane mod.jpg
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Goldisart
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BUG PNG tif - OK

error only in the render element
Attachments
2017-03-31_14-48-14.jpg
2017-03-31_14-45-30.jpg
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suvakas
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I updated from version 2.1 and now "gamma" parameter is not working anymore on the render panel.
Am i missing something here? It works when i open an old scene, but doesnt when I make a new one from scratch.

Suv
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kcpr-raffaEl
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suvakas wrote:I updated from version 2.1 and now "gamma" parameter is not working anymore on the render panel.
Am i missing something here? It works when i open an old scene, but doesnt when I make a new one from scratch.

Suv
You have to enable "3ds gamma hack" on Render Settings in Kernel tab if you want to influence Camera Gamma.
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suvakas
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kcpr-raffaEl wrote:You have to enable "3ds gamma hack" on Render Settings in Kernel tab if you want to influence Camera Gamma.
Thank you! Works now.

Suv
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