questions about the new plugin for max.

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
Post Reply
thomaslee1312
Licensed Customer
Posts: 23
Joined: Thu Dec 01, 2011 3:09 am

I have test the new plugin for Max. And I got some questions as follow:

1.It can not load the default materials in MAX. We need to assign a new Octane material manually. Will it add a convert materials Button as the "convert Vray materials"?

2.it can only use the emitter as light source like the standalone version, but not support the basic lights such as point light, spot light in max. Will it update this feature in the further version?

3.There are no batch render. We need to use the default batch render in MAX. Will it support batch render and render passes output in the further version.

thanks.
rman1974
Licensed Customer
Posts: 72
Joined: Tue May 25, 2010 1:10 pm
Location: Moscow

thomaslee1312 wrote:I have test the new plugin for Max. And I got some questions as follow:

1.It can not load the default materials in MAX. We need to assign a new Octane material manually. Will it add a convert materials Button as the "convert Vray materials"?

2.it can only use the emitter as light source like the standalone version, but not support the basic lights such as point light, spot light in max. Will it update this feature in the further version?

3.There are no batch render. We need to use the default batch render in MAX. Will it support batch render and render passes output in the further version.

thanks.

1. Octane render works in a different way so it needs own materials like any other unbiased engines (Maxwell, Fryrender etc). They can't use standart 3ds max materials now and they won't. We can ask for another converter from default scanline materials (in my opinion this is unnecessary because it doesn't matter what materials you are assigning in new scene - you need to create and assign "manually" even default scanline materials)

2. Unbiased renders are physically correct so they don't support light sources like onmi or spot. These lights are mathematical abstraction - light goes from immaterial point in space. In real life light has material source - emitter. So if you need light source in octane (no matter which version do you use - standalone or octane for 3ds max) you need emitter - physical object. But we have one mathematical abstraction in octane - the sun. We don't need model the sun to emit light from it.

3. We can ask
billkeane
Licensed Customer
Posts: 10
Joined: Sat Oct 15, 2011 9:16 am

Hi,
Just wondering about the use of max materials. If I create a simple scene that uses an "Ivy" plugin (http://www.guruware.at/main/), it does not render the assigned materials when using the max Octane renderer. However, if I export to .obj format, it renders just fine in the standalone Octane renderer.

Perhaps I'm missing a step for the internal render but it seems that it should support this?

Thanks!
User avatar
gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

thomaslee1312 wrote:I have test the new plugin for Max. And I got some questions as follow:

1.It can not load the default materials in MAX. We need to assign a new Octane material manually. Will it add a convert materials Button as the "convert Vray materials"?

2.it can only use the emitter as light source like the standalone version, but not support the basic lights such as point light, spot light in max. Will it update this feature in the further version?

3.There are no batch render. We need to use the default batch render in MAX. Will it support batch render and render passes output in the further version.

thanks.
1) 2.56b doesn't support Max materials
2) point light doesn't exist in nature, it can be simulated like a spherical emitter. Spot lights can be simulated creating a cylinder with inside a circular emitter, or you can use ies (photometric) lights.
3) in Max you can use the batch render within the scene: several cameras of the same scene. You can use backburner: different scenes in queue
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Post Reply

Return to “Autodesk 3Ds Max”