samsue wrote:neonZorglub wrote:samsue wrote:neonZorglub, what is your position at Otoy?
Hi samsue,
I'm the developer responsible for the 3dsmax plugin.
So I implement the various versions of the Octane Render SDK features for 3dsMax.
Cheers
I have some serious questions and concerns;
I have seen Octane improving in several aspects, but I don't understand your perspective. Using octane is getting more confusing every day, you don't give basic support to things like multi texture, curvature, my god, there are no curves in several maps that should have like Noise etc... there is much more, which are basic, that I could lay down.
But I think the most urgent thing is to rethink the organization of the renderer, it's ... complicated.
I don't have the time to make a proper review ... but someone should do
UVs Set
Why is it limited to 3?
Hi samsue,
Thank you for your feedback.
Sorry if Octane can seems confusing to use..
From what understand, most of complication and missing features you mentioned are related to the Octane render engine.
You might find explanations, work around, or post related questions in the Octane render forum directly.
For curve in maps, for example, I guess something like an OSL shader with a Gradient texture could achieve similar effect.
On the 3dsmax implementation side, that I'm working on, I known there are several confusing settings, old and sometimes unnecessary options, etc. This will be progressively cleaned up and improved..
For missing map features, I can try to provide some extra default textures using several sub textures that would behave like what you expect. I would need more detail and samples for that..
Note that the 'on the fly' texture conversion system provide this kind of construction for several standard map.
There are several improvements that I'll add, now possible with the new Octane textures, like the composite and channel operations..
Thanks