Hi,
I'm using Max 2010 and octane V5,
Basically im doing a still render of a house and I cant seem to be able to keep my setting after I save the file in octane.
1. I set up my scene in max
2. use the max to Octane script
3. use existing project on c: drive
4. The scene at the moment just has the building with a white material and the windows have a standard material with low opacity. One camera
5. When I press render Octane opens up and I see the view from my camera.
6. I make a couple of adjustments to the glass... make it more transparent and more reflection in octane. Maybe change the colour of the front door. and then save my projects to the same file I selected in exisitng project in the max Octane Plug-in. then close it.
7. render again from max and none of the settings I changed are kept... just the default scene....
8. I then try using a tecture as an opacity map... rendered the scene from max... did not load the map?? so loaded it in octane... save it and closed.
7. rendere again from max and same thing ...default look...
How can I save my setting so when I render again from max I dont have to set it all up again....
I really want to use for a big project and dont know if it will work...
any suggestions please.
Win 7 32-bit
Quad core - 8GbRam, Nvidia GTx 250 1GB
keeping my settings in octane from max
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Something?
Cheers
Cheers

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 problem is, that Octane don´t use the ocs if you reload the scene with the exporter.
You must set for every material a materialmacro and save it then. After export from Max or whatever, it works...
face
You must set for every material a materialmacro and save it then. After export from Max or whatever, it works...
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 problem exists since v3 i think.
To create a material macro, you can rightclick in the graph editor.
Choose Add -> Materials -> Material Macro.
The output from the macro should plugged in the Materialslot of you mesh.
After that, you can double click on the macro to open it.
In the Material macro out you can plug any material you want.
If you want to controll some parameters from outside, you can put a input pin on the parameter you want.
For that you choos Add -> Input Pins -> Input Type (bool, float, int, texture)
To go back, click at the bottom in your graph editor window on your project (default unnamed project)
After that you will see you material macro with a input pin.
Hope that helps...
face
To create a material macro, you can rightclick in the graph editor.
Choose Add -> Materials -> Material Macro.
The output from the macro should plugged in the Materialslot of you mesh.
After that, you can double click on the macro to open it.
In the Material macro out you can plug any material you want.
If you want to controll some parameters from outside, you can put a input pin on the parameter you want.
For that you choos Add -> Input Pins -> Input Type (bool, float, int, texture)
To go back, click at the bottom in your graph editor window on your project (default unnamed project)
After that you will see you material macro with a input pin.
Hope that helps...
face
- Attachments
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- macro1.gif (8.43 KiB) Viewed 4089 times
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- macro2.gif (7.87 KiB) Viewed 4089 times
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- macro3.gif (11.07 KiB) Viewed 4089 times
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- macro4.gif (6.68 KiB) Viewed 4089 times
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