It should be implemented in Standalone first.nildoe wrote:Hi Karba,
Would it be to hard to implement a Shadow Pass and Support for a Matte/Shadow Material to help in further compositing? WOuld be so great especially in heavy scenes where we also have character animation...
Nildo
OctaneRender® for 3ds max® v1.0 beta 2.58e[TEST]
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I managed to resolve both the ram size and texture limit issues, so I'm really happy right now 
And there are a lot of minor and big details that just make life easier with the max version of Octane vs. standalone. Like one multi material vs several macros. Max' slate material editor is just more comprehensive and just as easy to use.
There are only two features I'm missing now:
1) SSS - doesn't seem realistic enough for me, but I think it's my problem, need to work with it more... I'm hoping anyway
2) object motion blur - this is really top priority, without it you can't do realistic animation with moving objects, it should be done with the renderer rather than trying to rough it externally. Is there any word on when this will be implemented?

And there are a lot of minor and big details that just make life easier with the max version of Octane vs. standalone. Like one multi material vs several macros. Max' slate material editor is just more comprehensive and just as easy to use.
There are only two features I'm missing now:
1) SSS - doesn't seem realistic enough for me, but I think it's my problem, need to work with it more... I'm hoping anyway
2) object motion blur - this is really top priority, without it you can't do realistic animation with moving objects, it should be done with the renderer rather than trying to rough it externally. Is there any word on when this will be implemented?
Win 7 64 | 3 x GTX 580 | i7 950 | 24GB
I understand... thx for the Reply Karba
Nildo
Nildo
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
- adriano.ol
- Posts: 25
- Joined: Tue Nov 15, 2011 11:16 pm
Minor issue.
Inside 2013 zip, the folders are for 2012.
Inside 2013 zip, the folders are for 2012.
Ok one more really essential feature is auto progressive save.
Save at x time intervals or scans and when the render is done!
And also auto number them 0001, 0002, etc.
At least provide the save after the image is done. I'm really not sure why this is not high priority? Very useful for relatively little effort, I would assume!
Save at x time intervals or scans and when the render is done!
And also auto number them 0001, 0002, etc.
At least provide the save after the image is done. I'm really not sure why this is not high priority? Very useful for relatively little effort, I would assume!
Win 7 64 | 3 x GTX 580 | i7 950 | 24GB
Why do you need this feature?petermax wrote:Ok one more really essential feature is auto progressive save.
Save at x time intervals or scans and when the render is done!
And also auto number them 0001, 0002, etc.
At least provide the save after the image is done. I'm really not sure why this is not high priority? Very useful for relatively little effort, I would assume!
Is it so unstable so you are not be able to save final render?
Well the main one is the save after completing the render, but if my assumption is correct that should already work with the animation settings? Haven't tried it yet, will shortly.
The incremental saves help with long running renders. Yes, the computer/ software crashing or similar... happens more often then you think. I also save images all the time especially in the beginning when I test out lighting, doing some test image corrections on the image or similar. The manual way is very tedious.
One option is also a one button save. You set up a default save location, format, etc and it auto saves with increments at the press of a button.
If you constantly have copy image + save image + select location + enter name + enter parameters + save, gets very annoying quickly.
The incremental saves help with long running renders. Yes, the computer/ software crashing or similar... happens more often then you think. I also save images all the time especially in the beginning when I test out lighting, doing some test image corrections on the image or similar. The manual way is very tedious.
One option is also a one button save. You set up a default save location, format, etc and it auto saves with increments at the press of a button.
If you constantly have copy image + save image + select location + enter name + enter parameters + save, gets very annoying quickly.
Win 7 64 | 3 x GTX 580 | i7 950 | 24GB
You can use normal way of render via render button. It will save render right after render end.petermax wrote:Well the main one is the save after completing the render, but if my assumption is correct that should already work with the animation settings? Haven't tried it yet, will shortly.
LiveDB in the plugin and 2013 support, No 1 + 2 on my wishlist. This rocks!
Any idea why material previews in the Compact Material Editor look washed out? The renders seem fine, its just the material preview that is off.
Any idea why material previews in the Compact Material Editor look washed out? The renders seem fine, its just the material preview that is off.
4-core 6gb | Win 7 x64 | nVidia GeForce GTX 670 4gb | 3ds Max Design 2013 | OctaneRender Plugin 1.0 Beta 2.58e Kepler build