OctaneRender® for 3ds max® v1.0 beta 2.56 [OBSOLETED]

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
Forum rules
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
User avatar
Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

merid888 wrote:hi karba i have few comments to do
first
in the image directligth is so clear into 3ds max
in the image pathtracing have a lot noise with 100 maxsamples into 3ds max
in the standlone image is pathtracing same scene with same values and the image is clear
question: why happen this ?
the other question is, why i can't reflect 100% in the tiles or another materiales ? looks so poor in reflect
i would like to know if you can give me an answer
thank you for read this post
happy new year 2012
That is the bug with pathtracing/pmc.
I will fix it after christmas holidays.
About reflection - May be you use too small index or your reflection color is too dark...
User avatar (Default)
merid888

hi, thank you for your words, i add image the index have a value in 0.001 i mean, is the high reflect or i'm wrong becouse when i change the value for color the reflect change too, maybe i don't know use this option inot 3ds max or is the way in the parameters in the options of materials ?
let me know, becouse for me is a little problematic create material into 3ds max and standalone licence i follow the same steps using the parameters and i don't get the same results into 3ds max
regards

another thing mix materials don't work for me, is so black the materials applaying in my objects, any reason ?
Attachments
with parameters value and looks so  blur without reflection
with parameters value and looks so blur without reflection
color Cero and the reflect is perfect
color Cero and the reflect is perfect
User avatar
gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

Hi merid888

if you want to control the reflection in a glossy material you have to use the multiply texture node into the specular slot
Tuning the multiply value without modify the texture you can calibrate well the reflections.
This is valid for bump and roughness too.
With multiply texture node you do fine adjustments.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
User avatar
gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

Hi Karba

material editor sphere preview has wrong gamma.

the color selector is ok and match with the render
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
User avatar (Default)
merid888

gabrielefx thank you, my slot don't appear the textures in the sphere is normal that or is a bug ?
i'll practice the parameters
User avatar
gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

Malfunction found:

hidden polygons is not supported
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
User avatar
gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

merid888 wrote:gabrielefx thank you, my slot don't appear the textures in the sphere is normal that or is a bug ?
i'll practice the parameters
the sphere preview support the diffuse color only and the phong simulation of specular effects.
the specular preview is visualized like a transparent sphere.

unfortunately with this sphere preview who hasn't experience with Max can't work with it to create the materials but has to watch only the realtime feedback in the viewport...that is enough.
I loved the Octane standalone preview sphere....
I don't think is possible to have two separate gpu renderings at the same time, one for the preview and one for the framebuffer.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
User avatar
face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

It should be work to have a shaderball.
The problem is to instantiate a second renderer. Indeed, it coast performance...

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
User avatar
t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

gabrielefx wrote:
merid888 wrote:I don't think is possible to have two separate gpu renderings at the same time, one for the preview and one for the framebuffer.
at least with the standalone, you can open and render in as much octane instances you like (or as vram allows) - in parallel; and the driver distributes performance across the renderers by itself - so it shouldn't be a big problem for the plugin to initiate a material preview renderer side by side with the main viewport...
The obvious is that which is never seen until someone expresses it simply

1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
Sauger
Licensed Customer
Posts: 111
Joined: Thu Feb 03, 2011 7:16 pm

t_3 wrote:
gabrielefx wrote:
merid888 wrote:I don't think is possible to have two separate gpu renderings at the same time, one for the preview and one for the framebuffer.
at least with the standalone, you can open and render in as much octane instances you like (or as vram allows) - in parallel; and the driver distributes performance across the renderers by itself - so it shouldn't be a big problem for the plugin to initiate a material preview renderer side by side with the main viewport...

My preview Is more or less not working at all :D
Think the lastest Nvidia drivers did something, no textures, only color sometimes, colorpicker work like 30% :roll:

If a Octane working materialeditor life would be serious fun, I´m manic with testing if stuff fast.

But then Kilads brilliant script works together with plugin almost perfect!
Convert via Multyconverter 2 Vray, and Octane plugin just burns through it like nothing, and this is wonderful if can be done for MR materials.

Very impressed by this plugin, I will go wild when 2.6 with instances around.

Before I always fallen back 2 MR if get tired, but Octane is just all what Iray should have been..

The Pure joy of moving a city in Max/Octane is ahh :D Image clean up so fast (2-3sec)

I even managed 2 make a nice light or 10, wish the livedb would be integrated, I tend not bother with saving materials, bad habit.

Plugin do go slow when many illuminated small/big lightsourses, my Christmasthree is on hold.
Attachments
test.png
test5.jpg
3x I7/16gb/GTX570/XFX5870/GTX Titan
Post Reply

Return to “Autodesk 3Ds Max”