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Re: OctaneRender® for 3ds max® v1.0 beta 3.00b[Test]

Posted: Wed Aug 08, 2012 12:30 pm
by 3rdeye
IES does not work for me too...another small bug I found..check out the end of the mattress in both the image...as I take my camera lower the mattress (chamferbox) turns black on the ends..

Re: OctaneRender® for 3ds max® v1.0 beta 3.00b[Test]

Posted: Wed Aug 08, 2012 1:26 pm
by gabrielefx
3rdeye wrote:IES does not work for me too...another small bug I found..check out the end of the mattress in both the image...as I take my camera lower the mattress (chamferbox) turns black on the ends..
Hi, I know well this issue.

Smooth shading in Octane doesn't work like in Vray for example.

You have to subdivide your mesh and then apply a smooth shading operator with 15-30-60 degrees

Dark surfaces can appear if you use high roughness glossy mats and you render with a camera positioned at extreme low angles respect the surface.
In this case the roughness component of the glossy mat can be created mixing a diffuse+glossy material.

Re: OctaneRender® for 3ds max® v1.0 beta 3.00b[Test]

Posted: Wed Aug 08, 2012 1:44 pm
by Elvissuperstar007
thank you

Re: OctaneRender® for 3ds max® v1.0 beta 3.00b[Test]

Posted: Wed Aug 08, 2012 9:27 pm
by Karba
HHbomb wrote:hello
1) I don't find OCTANE in customise menu
2) how to render trees with forest lite (i can just show proxies) or need forest pack ?
3) could it be possible to use multiscatter with octane one day ?
4) ooppps : one crash...

1) Please see image. Some times 3dsmax hold plugin loading. You can just click to Rendering menu to force 3dsmax to load it.
2) It is not supported.
3) It is not supported yet.
4) At what time does it happen?

Re: OctaneRender® for 3ds max® v1.0 beta 3.00b[Test]

Posted: Thu Aug 09, 2012 7:29 am
by HHbomb
Thanks Karba, found it... :oops:

4) don't remember... sorry

Thanks for turbosmooth support ! Works great.

Re: OctaneRender® for 3ds max® v1.0 beta 3.00b[Test]

Posted: Thu Aug 09, 2012 9:05 am
by MaTtY631990
Render iterations no longer apply for meshsmooth and turbosmooth modifiers. It worked for the 2.58f release. Does anyone have this same issue.

Re: OctaneRender® for 3ds max® v1.0 beta 3.00b[Test]

Posted: Thu Aug 09, 2012 12:04 pm
by Dom74
re. prb. turbosmooth.

Yes look here, Karba is working on.
http://render.otoy.com/forum/viewtopic.php?f=27&t=22692

Re: OctaneRender® for 3ds max® v1.0 beta 3.00b[Test]

Posted: Thu Aug 09, 2012 10:09 pm
by acc24ex
didnt check the plugin, just wondering if youre going to do something with the octane proxy, and the visibility in the viewport - I think that should be a priority here, since the 3dmax viewport is absolutely killing everything else - can you make it so when you have milions of polys, it doesnt affect the viewport as much - I didnt find a better solution that turning the objects into box view, and still it kills the screen, we know it can be done, if octane can render millions of polys, viewports that are not rendering should do it as well ..
I would set that the priority if others agree.. performance of instances in 3dmax view

Re: OctaneRender® for 3ds max® v1.0 beta 3.00b[Test]

Posted: Thu Aug 09, 2012 10:25 pm
by Karba
acc24ex wrote:didnt check the plugin, just wondering if youre going to do something with the octane proxy, and the visibility in the viewport - I think that should be a priority here, since the 3dmax viewport is absolutely killing everything else - can you make it so when you have milions of polys, it doesnt affect the viewport as much - I didnt find a better solution that turning the objects into box view, and still it kills the screen, we know it can be done, if octane can render millions of polys, viewports that are not rendering should do it as well ..
I would set that the priority if others agree.. performance of instances in 3dmax view
finally we have to make some scatter ability. 3dsmax can't handle huge amount of objects anyway.

Re: OctaneRender® for 3ds max® v1.0 beta 3.00b[Test]

Posted: Fri Aug 10, 2012 6:47 am
by HHbomb
+1 ! multiscatter like tool :-)