Page 2 of 10
Re: OctaneRender® for 3ds max® v1.0 beta 2.58e[TEST]
Posted: Wed Jun 06, 2012 10:19 am
by Karba
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
It should be implemented in Standalone first.
Re: OctaneRender® for 3ds max® v1.0 beta 2.58e[TEST]
Posted: Wed Jun 06, 2012 12:16 pm
by petermax
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?
Re: OctaneRender® for 3ds max® v1.0 beta 2.58e[TEST]
Posted: Wed Jun 06, 2012 12:33 pm
by nildoe
I understand... thx for the Reply Karba
Nildo
Re: OctaneRender® for 3ds max® v1.0 beta 2.58e[TEST]
Posted: Wed Jun 06, 2012 5:29 pm
by adriano.ol
Minor issue.
Inside 2013 zip, the folders are for 2012.
Re: OctaneRender® for 3ds max® v1.0 beta 2.58e[TEST]
Posted: Wed Jun 06, 2012 8:16 pm
by Karba
adriano.ol wrote:Minor issue.
Inside 2013 zip, the folders are for 2012.
Hm, it is just folder names, probably. Actual files are for 3dsmax 2013.
Re: OctaneRender® for 3ds max® v1.0 beta 2.58e[TEST]
Posted: Wed Jun 06, 2012 9:58 pm
by petermax
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!
Re: OctaneRender® for 3ds max® v1.0 beta 2.58e[TEST]
Posted: Wed Jun 06, 2012 10:02 pm
by Karba
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!
Why do you need this feature?
Is it so unstable so you are not be able to save final render?
Re: OctaneRender® for 3ds max® v1.0 beta 2.58e[TEST]
Posted: Thu Jun 07, 2012 4:42 am
by petermax
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.
Re: OctaneRender® for 3ds max® v1.0 beta 2.58e[TEST]
Posted: Thu Jun 07, 2012 4:46 am
by Karba
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.
You can use normal way of render via render button. It will save render right after render end.
Re: OctaneRender® for 3ds max® v1.0 beta 2.58e[TEST]
Posted: Thu Jun 07, 2012 5:54 am
by gbambo
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.