Hi.
Rendering OpenVDB volumetrics (from FumeFX) doesn't work anymore with "OctaneRender_for_3ds_Max_3.06_-_4.33"
Was working fine with "OctaneRender_for_3ds_Max_3.05.3_-_4.30".
No errors displayed, just rendering nothing.
Regards.
Carlos Matias
OctaneRender® for 3ds max® v3.06 - 4.33 [OBSOLETE]
Forum rules
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.
- paride4331
- Posts: 3831
- Joined: Fri Sep 18, 2015 7:19 am
Hi cmatias,
The issue reported had already been found,
Thank you anyway for the help.
regards
Paride
The issue reported had already been found,
Thank you anyway for the help.
regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Max 2014, looks like the camera map function doesn't work on materials. Even with movable proxy off the Image applied to the object is not camera mapped in viewport (looks really distorted like wrong UV mapping)
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
Spherical camera seems to be broken!
Same scene and setup with two different results compared to last version. I'm on a deadline with two vitual tours. Any chance of a hotfix?
Same scene and setup with two different results compared to last version. I'm on a deadline with two vitual tours. Any chance of a hotfix?
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
- paride4331
- Posts: 3831
- Joined: Fri Sep 18, 2015 7:19 am
Hi mbetke,
I tested your issue, thanks for the report.
I've sent the issue to developers.
The workaround is to export your scene to Octane Stand Alone 3.06 using the attached luascript thincamera as in the screenshot.
Regards
Paride
I tested your issue, thanks for the report.
I've sent the issue to developers.
The workaround is to export your scene to Octane Stand Alone 3.06 using the attached luascript thincamera as in the screenshot.
Regards
Paride
- Attachments
-
- thin_lens_camera.orbx
- (7.88 KiB) Downloaded 202 times
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- paride4331
- Posts: 3831
- Joined: Fri Sep 18, 2015 7:19 am
Hi darkline,
Is reasonably correct that it does not see properly in 3dsMax viewport,
mapped camera is calculated by Octane in rendering not by 3dsMax.
Regards
Paride
Is reasonably correct that it does not see properly in 3dsMax viewport,
mapped camera is calculated by Octane in rendering not by 3dsMax.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- kcpr-raffaEl
- Posts: 132
- Joined: Thu Aug 14, 2014 12:10 pm
- Contact:
For me temporary fix of this issue is to Enable "Keep upright" option in Camera Settings.mbetke wrote:Spherical camera seems to be broken!
Same scene and setup with two different results compared to last version. I'm on a deadline with two vitual tours. Any chance of a hotfix?
Hi
I submitted a bug a while back about OCtane not rendering Phoenix fuel . Can you, guys, fix it where we can add another modifier with volume medium and apply texture to the fuel like you did with particle modifier for mist, wetmaps, foam.
Currently we see only flames and smoke and do not see fuel and we really need to have fuel to be renderable and not just invisible. Thank you!
And also what about RGB output where you can have different color smokes in on sim? Or be able to assign different volume texture to different Phoenix Sources
I submitted a bug a while back about OCtane not rendering Phoenix fuel . Can you, guys, fix it where we can add another modifier with volume medium and apply texture to the fuel like you did with particle modifier for mist, wetmaps, foam.
Currently we see only flames and smoke and do not see fuel and we really need to have fuel to be renderable and not just invisible. Thank you!
And also what about RGB output where you can have different color smokes in on sim? Or be able to assign different volume texture to different Phoenix Sources
- Attachments
-
- fue.zip
- (31.64 KiB) Downloaded 193 times
- voltaire585
- Posts: 91
- Joined: Sun Jun 08, 2014 7:37 am
Hi Paride,
I know you guys must be tired of working on the Converter, but this is the last we have found before perfection!
Paride - the xref scene material is not the problem. The problem is for objects in my local scene, which have local materials. These local objects/material get broken (grey) if the file has any xrefs turned on. Can you please give it a test.
I know you guys must be tired of working on the Converter, but this is the last we have found before perfection!
Paride - the xref scene material is not the problem. The problem is for objects in my local scene, which have local materials. These local objects/material get broken (grey) if the file has any xrefs turned on. Can you please give it a test.
- paride4331
- Posts: 3831
- Joined: Fri Sep 18, 2015 7:19 am