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Re: OctaneRender® for 3ds max® v1.50
Posted: Mon Apr 07, 2014 7:52 am
by Karba
bicket wrote:Karba wrote:bicket wrote:Thanks KArba
1st issue : DLL Octane3dsmax.dlr failed to initialize
Error Code 193- %1 is not a valid Win32 application
=> 3Dsmax 2012 64 / win 7 64
return to 1.31

Did you close 3dsmax before installation?
Yes i did. Detection of 3dsmax version and installation path is ok.
I think the extraction is not pointing the good archive.
Ok, I have got it. Will fix it tomorrow. Sorry for that. That is the first buggy installer.
Re: OctaneRender® for 3ds max® v1.50
Posted: Mon Apr 07, 2014 7:53 am
by matttrebor
Karba wrote:matttrebor wrote:Thank you for this release.
OctaneLights seems to be broken.
What do you mean?
Octane renders the image like there is no OctaneLight in the scene.
Daylight and IES Light both work fine.
Re: OctaneRender® for 3ds max® v1.50
Posted: Mon Apr 07, 2014 7:55 am
by Karba
matttrebor wrote:Karba wrote:matttrebor wrote:Thank you for this release.
OctaneLights seems to be broken.
What do you mean?
Octane renders the image like there is no OctaneLight in the scene.
Daylight and IES Light both work fine.
What is your scene size?
Re: OctaneRender® for 3ds max® v1.50
Posted: Mon Apr 07, 2014 7:59 am
by nildoe
Thx for this release Karba...
sorry but im tring to use the gradient texture, but i cant see this any effect in the rendering...whats the workflow?
i thought it would be the same workflow as normal gradient.
Re: OctaneRender® for 3ds max® v1.50
Posted: Mon Apr 07, 2014 8:03 am
by matttrebor
What is your scene size?[/quote]
My scene is pretty basic. Just a 200x200(mm) with a teapot and a OctaneLight (plane, sphere or disk).
The light doesn't produce any light and is totaly invisible.
If I change the light's power, the activeshade doesn't refresh, like there is no OctaneLight in the scene.
Re: OctaneRender® for 3ds max® v1.50
Posted: Mon Apr 07, 2014 8:04 am
by Karba
nildoe wrote:Thx for this release Karba...
sorry but im tring to use the gradient texture, but i cant see this any effect in the rendering...whats the workflow?
i thought it would be the same workflow as normal gradient.
Did you set input texture? It works by the same way as standalone one
Re: OctaneRender® for 3ds max® v1.50
Posted: Mon Apr 07, 2014 8:23 am
by nildoe
Im sorry..but i still cant get it show on the render...
i tried to put an RGB image as input node and playing with colors of the gradient to see if anything changes and nothing....it gets either darker or lighter but in the whole object, or if i put a color in the flags it basically tints the whole object with that color..
maybe i dont understand how gradient should work in octane..please help me.
Nildo
Re: OctaneRender® for 3ds max® v1.50
Posted: Mon Apr 07, 2014 8:24 am
by Karba
nildoe wrote:Im sorry..but i still cant get it show on the render...
i tried to put an RGB image as input node and playing with colors of the gradient to see if anything changes and nothing....it gets either darker or lighter but in the whole object, or if i put a color in the flags it basically tints the whole object with that color..
maybe i dont understand how gradient should work in octane..please help me.
Nildo
Did you try to set the image texture directly to diffuse, does the object uv coordinates?
Re: OctaneRender® for 3ds max® v1.50
Posted: Mon Apr 07, 2014 8:32 am
by suvakas
Nice release. Thanks!
A quick question - How do you control the strength of camera motion blur? (there is no such parameter in Octane as shutter speed or anything like that).
Suv
[edit]
Camera motion from left to right produces this kind of blurring. Doesn't seem correct.
Re: OctaneRender® for 3ds max® v1.50
Posted: Mon Apr 07, 2014 8:59 am
by Karba
suvakas wrote:Nice release. Thanks!
A quick question - How do you control the strength of camera motion blur? (there is no such parameter in Octane as shutter speed or anything like that).
Suv
[edit]
Camera motion from left to right produces this kind of blurring. Doesn't seem correct.
Please share your scene.