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Re: OctaneRender® for 3ds max® v1.0 beta 2.58f[CURRENT]
Posted: Wed Jun 27, 2012 1:05 pm
by Proupin
I'm not blindly buying this without a demo first... I still don't know what I'm getting! please do a demo soon
Re: OctaneRender® for 3ds max® v1.0 beta 2.58f[CURRENT]
Posted: Wed Jun 27, 2012 8:19 pm
by acc24ex
Proupin wrote:I'm not blindly buying this without a demo first... I still don't know what I'm getting! please do a demo soon
if you're using 3dmax I think you are going to like the fact you can change, update, rotate objects and uvw maps a lot faster than in the standalone plugin workflow, and of course you can do animation now, and use the 3dmax viewport navigation that works properly, also: save camera positions, and there's a couple of feature standalone doesn't have, the separate light objects, you can switch then on/off on a switch, and change geometry of the light to presets like sphere plane cube - and the material database is about 80% operational on the first implementation, so you can apply basic materials pretty quickly, and also there's the built in material converter, that converts more materials than vrays for instance ..
and some stuff not finished totally, but at least I got used to it so it doesn't bother me .. if they continue to develop it, it will get even better, and Karba tends to give more features with each implementation, and actually listens to users
.. no I do not work for octane or something, but I'm just doing some projects and I'm using the latest everything from octane, and works like 90% - 100% stable depends on your workflow (I mean 3dmax works 90% stable all the time anyway).. and I think it would be a good idea to invest into it now, so you can learn about all the details of the built in plugin, that was my first motivation for getting the octane standalone in the first place, and when you follow along as the plugin develops, you start to learn a lot more and get better results..
also, recently I worked on a design product contest (rendering mostly) that got a second award, so I am pretty happy with my setup (and that's why I'm motivated to write this

)
happy customer or a marketing scheme?
you're gonna spend it all on beer anyway, have big 3dmax 100euro beer (if you feel sick afterwards just lay off of it)
Re: OctaneRender® for 3ds max® v1.0 beta 2.58f[CURRENT]
Posted: Wed Jun 27, 2012 9:55 pm
by Proupin
Congratulations on your success accex, that's awesome... the asymmetrical couch?
I'm pretty sure the plugin is worth it, but I have too many questions; what I'm using now (Vray) is way too tight to give it up so easily without trying... even if the price is low, if it doesn't work for me I'll feel as decieved... I'm pretty sure a demo will be worked out, outsiders will pay more attention with it
Re: OctaneRender® for 3ds max® v1.0 beta 2.58f[CURRENT]
Posted: Wed Jun 27, 2012 10:22 pm
by gbambo
I assume this is not Kepler compatible? No worries, it does not address any specific problem areas that I am experiencing. But I am glad to hear texture count is now supported.
Re: OctaneRender® for 3ds max® v1.0 beta 2.58f[CURRENT]
Posted: Thu Jun 28, 2012 6:27 am
by mbetke
What I never liked about Vray is the need of complicated setup. All the Irradiance maps, and other stuff to tweak and play with is gone with Octane4Max or Maxwell. You only tweak materials and thats it.
Re: OctaneRender® for 3ds max® v1.0 beta 2.58f[CURRENT]
Posted: Thu Jun 28, 2012 10:00 am
by gabrielefx
@Karba
thank you for the new release.
Very useful the image aspect ratio feature.
Now I would like to see implemented another function: aspect ratio should work with resizing window.
The resize should be constrained to the aspect ratio value.
Regarding instances a guy of Otoy showed two images with instanced teapots and trees.
Before to release Octane for Max you prepared a video.
I hope to see soon a sneak peak of this new feature.
Regards
Re: OctaneRender® for 3ds max® v1.0 beta 2.58f[CURRENT]
Posted: Thu Jun 28, 2012 6:22 pm
by dawe
Is it possible to get a status on hair rendeing? I found a way described here:
http://www.refractivesoftware.com/forum ... 27&t=22070
But with the latest build, it dont work any more, but something is going on, as if it tries to convert hair or something. In the end nothing happens, not even render the object without hair as in earlier builds.
Daniel
Re: OctaneRender® for 3ds max® v1.0 beta 2.58f[CURRENT]
Posted: Fri Jun 29, 2012 5:27 pm
by paoloverona
I like the improvements of the new release but this release doesn't work correct in my PC (drivers issue?).
when i launch the octane render viewport i must wait lot more time than the older releases, even if in the scene there are only few meshes...what could be?

Re: OctaneRender® for 3ds max® v1.0 beta 2.58f[CURRENT]
Posted: Fri Jun 29, 2012 8:58 pm
by Elvissuperstar007
клипинг камеры работает в 3д мах версии октана? я вообще не понимаю как без него рендерить интерьеры ! не везде же хоромы )
Re: OctaneRender® for 3ds max® v1.0 beta 2.58f[CURRENT]
Posted: Fri Jun 29, 2012 10:31 pm
by Karba
paoloverona wrote:I like the improvements of the new release but this release doesn't work correct in my PC (drivers issue?).
when i launch the octane render viewport i must wait lot more time than the older releases, even if in the scene there are only few meshes...what could be?

Do you use GTX6xx?