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Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Wed Dec 18, 2013 5:36 pm
by bicket
Spherical and cylindrical camera don't work =>
Tried to access pin via an invalid ID 1141753320
Tried to access null node pin
Can't read float from static pin 'unknown' (P_UNKNOWN, type PT_UNKNOWN) of node '' (NT_UNKNOWN, 00000000444E2670)

What about motion blur in animation ? I can't find "shutter time"

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Wed Dec 18, 2013 5:58 pm
I just opened my current project scene with it, and render was over exposed and reflection values were different on some objects from what I see now, so I switched to old version where all was ok until this gets fixed :)

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Wed Dec 18, 2013 6:03 pm
by bicket
[email protected] wrote:I just opened my current project scene with it, and render was over exposed and reflection values were different on some objects from what I see now, so I switched to old version where all was ok until this gets fixed :)
Do you have a hdr environment light ?

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Wed Dec 18, 2013 6:47 pm
by marcio_max
Thanks Karba!

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Wed Dec 18, 2013 7:46 pm
by oguzbir
suvakas wrote:It can be done already. I wrote a script a while ago that does it. I'll try to find the line for you.
Suv
Suv hi,
Cheers mate
I did see how to get the user obj property via getUserProp..
To make this easier for me. Could you please help me how to write that in the script?
What I'm asking is how should I set the checkbutton disabled if selected object doesn't have octane_movable_proy = True or set it enabled if it's already true.

I'm currently working on a way to update the script when selection is changed.
If you can help me that would be really great

bicket wrote: Hi oguzbir
I don't see any "Visible to reflect" feature in 1.22 ;)
Bicket, Yeah I know that. I intend to use this it with Vray as well :)

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Wed Dec 18, 2013 7:49 pm
by Karba
[email protected] wrote:I just opened my current project scene with it, and render was over exposed and reflection values were different on some objects from what I see now, so I switched to old version where all was ok until this gets fixed :)
What light source do you use? Could you show us some renders?

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Wed Dec 18, 2013 8:05 pm
by abstrax
bicket wrote:Karba

I found something strange in the scale transform (compared to 1.20)
Yes, we changed the scaling on all transformations to what it means: Smaller numbers make things smaller. Bigger numbers make things bigger.

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Wed Dec 18, 2013 8:07 pm
by bicket
abstrax wrote:
bicket wrote:Karba

I found something strange in the scale transform (compared to 1.20)
Yes, we changed the scaling on all transformations to what it means: Smaller numbers make things smaller. Bigger numbers make things bigger.
ok Abstrax, thanks for your answer.

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Wed Dec 18, 2013 8:20 pm
by suvakas
oguzbir wrote: I'm currently working on a way to update the script when selection is changed.
If you can help me that would be really great
If you want your script to be interactive you have to use callback functions.
Callback func runs silently in the background and monitors actions you have told it to keep an eye on.
What you may need is a #selectionSetChanged callback function. It gets executed every time when something is selected or selection changes.
Search for it in the help file. It's all there.

Here's the link to opening page of callbacks:
MAXScript-Help - Callbacks

Suv

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Wed Dec 18, 2013 9:00 pm
by oguzbir
suvakas wrote: Search for it in the help file. It's all there.
Suv
:)
Yes I've been going throu the help about callbacks allday.
I just solved it anyway.
Still fine-tuning the script UI.

So thank you very much Suv.
Best,