All we know, that in fresh Octane build we can use "emission" property for diffuse material.
But
It can not being managed in 3ds max! Or i cannot find where.
Also, beloved max's "standard material" doesn't know anything about photon emission.
So, the question is
how to bind emission properties to standard material?
The next question is
If it is impossible, why not to use some MR arch&design (for example) material, read it's parameters (were also are self-illumination properties) and translate it to ocatane or write to .ocs
So, any answers/ideas?
"Emission" material parameter
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the point is to assign different materials in max, and set those properties such as emission IN Octane. The obj format can only carry over so many attributes. So don't worry about materials in max (apart from assigning the different materials). Multi-sub object materials are translated properly so no need to detach those.
For example, whatever you want emissive create a standard material called "light" and assign it to whatever geo you want light to emit from.
For example, whatever you want emissive create a standard material called "light" and assign it to whatever geo you want light to emit from.
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
if i change mats in octane, save project, exit, and open it in octane -
it is allright, emission is on it's proper place and it's working fine
BUT
if i launch project by max2octane plugin
it get values from .obj not from project.
"override settings during individual mesh import" was set to "ON" and "OFF"in account parameters - still no changes.
now i has checked it also for other texture parameters - same story:
all materials changes, which were done in octane are ignored when it launched by plugin
it is bug of plugin or of octane?
or it is feature?(there is some logic - if you you are using exporter, why you should launch octane manually at all or even manually change materials in renderer inside)
octane v prebeta 2.3v4
plugin max2octane_1.022f
P.S. it is not to mention that changing mats IN RENDERER it is bad idea.
so, question stays opened
any other ideas?
it is allright, emission is on it's proper place and it's working fine
BUT
if i launch project by max2octane plugin
it get values from .obj not from project.
"override settings during individual mesh import" was set to "ON" and "OFF"in account parameters - still no changes.
now i has checked it also for other texture parameters - same story:
all materials changes, which were done in octane are ignored when it launched by plugin
it is bug of plugin or of octane?
or it is feature?(there is some logic - if you you are using exporter, why you should launch octane manually at all or even manually change materials in renderer inside)
octane v prebeta 2.3v4
plugin max2octane_1.022f
P.S. it is not to mention that changing mats IN RENDERER it is bad idea.
so, question stays opened
any other ideas?
Win 7 x64
Core I7 3930K 4Hz
GTX 660 2GB x2
GTX 630 4Gb
3d Max 2014
Core I7 3930K 4Hz
GTX 660 2GB x2
GTX 630 4Gb
3d Max 2014
That is YOUR opinion... in octane it makes sense due to Octane's interactivity. If you have found some buggy behaviour of some sort that's another story.vladislav wrote: P.S. it is not to mention that changing mats IN RENDERER it is bad idea.
First off, specify max version, Operating system and all that (it seems not all configurations work exactly the same). Then try to reproduce the problem step by step, and upload a sample file (obj, max scene...) where the problem can be reproduced.
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
It´s the same with Softimage & Cinema since v3vladislav wrote:if i change mats in octane, save project, exit, and open it in octane -
it is allright, emission is on it's proper place and it's working fine
BUT
if i launch project by max2octane plugin
it get values from .obj not from project.
"override settings during individual mesh import" was set to "ON" and "OFF"in account parameters - still no changes.
now i has checked it also for other texture parameters - same story:
all materials changes, which were done in octane are ignored when it launched by plugin
it is bug of plugin or of octane?
or it is feature?(there is some logic - if you you are using exporter, why you should launch octane manually at all or even manually change materials in renderer inside)
octane v prebeta 2.3v4
plugin max2octane_1.022f
P.S. it is not to mention that changing mats IN RENDERER it is bad idea.
so, question stays opened
any other ideas?
It should be a known bug...
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
The point with Octane is to do adjustments in realtime, but ofcourse also speed.
To use your creativity in a realtime environment, to play with the image..
Main point of max2octane is to export obj, camera position and light.
Setting up materials in max defies the whole idea, then you could just use mentalray instead imo
To use your creativity in a realtime environment, to play with the image..
Main point of max2octane is to export obj, camera position and light.
Setting up materials in max defies the whole idea, then you could just use mentalray instead imo
Hello