3ds Max plugin resolution issue
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The Octane Render viewport in 3ds Max doesn't seem to give me the right resolution when rendering. I wonder if this is a feature since the viewport can be scaled and its resolution changed as I scale it. I do get the right resolution (the one I set in 3ds Max render settings) when I hit "render" in 3ds Max, but that way I lose the interactivity of the Octane Render viewport. I'm using an Octane camera in my 3ds Max scene. In Octane Standalone, I can use the preview resolution to set the correct resolution for the camera, however I haven't been able to find such a menu anywhere in the 3ds Max plugin. Probably a silly question but I hope you guys can give me a hand with this!
I will try to do some thing with it.renderman wrote:The Octane Render viewport in 3ds Max doesn't seem to give me the right resolution when rendering. I wonder if this is a feature since the viewport can be scaled and its resolution changed as I scale it. I do get the right resolution (the one I set in 3ds Max render settings) when I hit "render" in 3ds Max, but that way I lose the interactivity of the Octane Render viewport. I'm using an Octane camera in my 3ds Max scene. In Octane Standalone, I can use the preview resolution to set the correct resolution for the camera, however I haven't been able to find such a menu anywhere in the 3ds Max plugin. Probably a silly question but I hope you guys can give me a hand with this!
Thanks Karba, let me know if you find a fix to this. As a long time Max user, it would seem intuitive if the render viewport would behave as when rendering with Vray or Mental Ray, i.e. when scaled (or should I say resized) it retains the proportions and resolution of the rendered image. It could also allow for zooming in and out as with Vray or Mental Ray to accommodate for very large resolutions.
Seems you are the only one who is working at the moment at Refractive Soft Karba. 
Nice to see a "Standard Material" convert on the upper left in the shot!

Nice to see a "Standard Material" convert on the upper left in the shot!
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
- tehfailsafe
- Posts: 229
- Joined: Sun Nov 07, 2010 9:27 pm
All right!
I see vrayblend and vraylights made it in there too! Fantastic!
Now I wonder, would there be any chance for vraydirt?
I can wish can't I?
I see vrayblend and vraylights made it in there too! Fantastic!
Now I wonder, would there be any chance for vraydirt?
I can wish can't I?
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
- tehfailsafe
- Posts: 229
- Joined: Sun Nov 07, 2010 9:27 pm
I understand, although it would be cool wouldn't it?
Currently it's required to dedicate an untileable 2048x2048 texture that combines concrete and some darker areas near the corners of a wall that needs to be UVW unwrapped, very much like game texturing.
If that "blend based on angle" were possible you could use 2 textures that were tileable on all objects with simple UVW box mapping. Less textures, less vram, less work to unwrap everything.
Anyway keep up the good work!

Currently it's required to dedicate an untileable 2048x2048 texture that combines concrete and some darker areas near the corners of a wall that needs to be UVW unwrapped, very much like game texturing.
If that "blend based on angle" were possible you could use 2 textures that were tileable on all objects with simple UVW box mapping. Less textures, less vram, less work to unwrap everything.
Anyway keep up the good work!
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
Maybe I'm late, but I really liked the old version of scaling resolution together with the window. In that way I can quickly change the quality of preview.
Is it possible to have that back as an option?
Regards, Peter
Is it possible to have that back as an option?
Regards, Peter
win7x64|QFx1800|GTX470|Q8200|8GB