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Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]
Posted: Mon Jul 30, 2012 9:12 am
by Karba
Teknogon wrote:Hey Karba,
Thanks a lot, it is great update, however;
I wanna assign a hotkey to open octane viewport but when I assign a key, it doesn't work.
thnks...
Didn't try hotkeys, only quadmenu and toolbar buttons.
Will do.
Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]
Posted: Mon Jul 30, 2012 9:30 am
by gabrielefx
Hi Karba,
thank you, every Monday we get a new release.
issues:
all light emitters emit light from the back and not orthogonally
If I build my mesh emitter light emission is distributed good.
edit: not really good, planar meshes emit light from the back too.
sphere mesh has not a perfect isotropic light distribution.
only instanced objects receive light from mesh lights
old issue in mat editor:
when I add a Map choosing it from the Materia/Map Browser the option Maps is always unchecked, why?
Why choosing Maps I see: MetaSL, Standard, Vray Adv 2.30.01, mental ray? I should not see these menus. This is a little bit confusing.
If I select "Show Incompatible" these menus disappear, I think that this option should work in the opposite verse.
The Material Map Browser is not well initialized. (Max 2012 64)
bug:
if I create a sphere geometry and I assign a blackbody texture and then I reduce its radius in realtime to zero Max will crash.
if I add Max modifiers to the instanced objects Max will crash (during the render).
Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]
Posted: Mon Jul 30, 2012 10:00 am
by Karba
gabrielefx wrote:
all light emitters emit light from the back and not orthogonally
If I build my mesh emitter light emission is distributed good.
edit: not really good, planar meshes emit light from the back too.
sphere mesh has not a perfect isotropic light distribution.
only instanced objects receive light from mesh lights
That is octane issue, not plugin. Roeland can fix that, he has vacation now, but I will try fix that.
gabrielefx wrote:
old issue in mat editor:
when I add a Map choosing it from the Materia/Map Browser the option Maps is always unchecked, why?
Why choosing Maps I see: MetaSL, Standard, Vray Adv 2.30.01, mental ray? I should not see these menus. This is a little bit confusing.
If I select "Show Incompatible" these menus disappear, I think that this option should work in the opposite verse.
Max 2012 64
Can you show some screenshots?
gabrielefx wrote:
bug:
if I create a sphere geometry and I assign a blackbody texture and then I reduce its radius in realtime to zero Max will crash.
if I add Max modifiers to the instanced objects Max will crash (during the render).
Will check it.
Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]
Posted: Mon Jul 30, 2012 10:59 am
by gabrielefx
I will post some screenshots regarding the map/mat browser.
in the meanwhile I found another bug:
"update animation geometry option" can't be disabled with instances "on" otherwise Octane will render only instances, the other not instanced objects will not be rendered.
BTW the reloading time for each frame is low...very strange...
edit:
new issue:
splines aren't anymore rendered, now we need to add an "edit poly" modifier.
Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]
Posted: Mon Jul 30, 2012 9:07 pm
by Karba
gabrielefx wrote:
BTW the reloading time for each frame is low...very strange...
You mean too fast or too slow?
gabrielefx wrote:
edit:
new issue:
splines aren't anymore rendered, now we need to add an "edit poly" modifier.
Will fix this.
Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]
Posted: Tue Jul 31, 2012 12:58 am
by acc24ex
the material editor should be able to take in search tags
& make it so we can drag and drop materials please
you would make it more compliant for users that like to use the slate editor (and to look more pro), Im just testing out and searching for materials it should be possible search for tag words, much quicker to find stuff
bug: Map Scaler modifier hides the object in octane window
- fixed sometimes if you add edit poly somewhere in the modifier list..
Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]
Posted: Tue Jul 31, 2012 6:04 am
by nildoe
Hi karba, is it normal for this version to deactivate a license automatically? I ask because i have one more license on my laptop and it was activated a few days ago, yesterday evening before going to sleep i wanted to test 3.00a on it so i left about 200frms to render only to find that today when i woke up it didnt render a single frm

, i then found that the license was deactivated, i had to activate it and only then it woul start render.
Nildo
Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]
Posted: Tue Jul 31, 2012 6:07 am
by nildoe
On and btw regading the reloading that gabriele mentioned, i also find that it was low, as in FAST reloading

, dunno if thats what he meant.
Nildo
Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]
Posted: Tue Jul 31, 2012 6:18 am
by Teknogon
hey guys,
I have done barely my garden project.
there are 19 Million polygon and almost all objects are moveble proxy
thank you karba and octane team for great plugin update!

Re: OctaneRender® for 3ds max® v1.0 beta 3.00a[Test]
Posted: Tue Jul 31, 2012 12:52 pm
by gabrielefx
@Karba:
I mean too fast.
Then..
I noticed that restarting one animation every time the illumination is different, is this the random bug?
impossible to split an animation in several parts (where the camera has a continuous path) because start-end frames have different illumination.
Roeland is back?