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Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 6:40 am
by bicket
Thanks Karba

Using render settings for mesh/turbo smooth modifiers : does not update when octane viewport is already open.

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 6:53 am
by Karba
bicket wrote:Thanks Karba

Using render settings for mesh/turbo smooth modifiers : does not update when octane viewport is already open.
Yes, it is tricky. That is the best what I can do.

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 6:54 am
by Karba
kevinshane wrote:Xref object still don't work in real time viewport window,so i guess it's still a bug!
when you convert the high poly object to xref object,and then turn on proxy object to pick a low poly object(say the low poly object is a box),and then open the real time window(octane's),the rendering still shows that low poly box! (to render the high polys,you have to switch off the proxy option,but those high polys really slow down the viewport rotation) Altho when u hit the render button(shift+Q to rendering in max frame window),they are correct!!(exactly the same bug as 1.2's plugin)

which means xref still can't work in octane real time viewport :!: :!: could u please fix that?
Could you please provide me with simple xref scene? I am not very experienced in xref workflow.
[email protected]
thank you

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 6:55 am
by bicket
Karba wrote:
bicket wrote:Thanks Karba

Using render settings for mesh/turbo smooth modifiers : does not update when octane viewport is already open.
Yes, it is tricky. That is the best what I can do.
No problem, good to know.

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 7:06 am
by suvakas
Motion blur seems to work Ok now.
But back to my initial question - how do you control the strength of motion blur?

Suv

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 8:07 am
by Karba
suvakas wrote:Motion blur seems to work Ok now.
But back to my initial question - how do you control the strength of motion blur?

Suv
for now it is a frame duration.

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 8:15 am
by kevinshane
Karba wrote:
kevinshane wrote:Xref object still don't work in real time viewport window,so i guess it's still a bug!
when you convert the high poly object to xref object,and then turn on proxy object to pick a low poly object(say the low poly object is a box),and then open the real time window(octane's),the rendering still shows that low poly box! (to render the high polys,you have to switch off the proxy option,but those high polys really slow down the viewport rotation) Altho when u hit the render button(shift+Q to rendering in max frame window),they are correct!!(exactly the same bug as 1.2's plugin)

which means xref still can't work in octane real time viewport :!: :!: could u please fix that?
Could you please provide me with simple xref scene? I am not very experienced in xref workflow.
[email protected]
thank you
Never Mind~~~ I found a *F*I*N*A*L* solution for distrubuting super large scale with high poly trees!! Check it out!!
I am using Corona Render proxy object(turns out corona support octane render)

1.First u need to download corona render(google that and it's a free render engine)
2.create a corona proxy object and save the .cmesh file to your hard drive
3.open octane real time viewport window, you will see the magic
4.btw octane also support "point cloud" and "wire box" display option(those option are directly coming from corona proxy)

Finally we can cheat by using .cmesh file to some kind of octane's own proxy mesh file!!

here are some snapshots
002.jpg
001.jpg
I use corona "wire bounding box" display option,but also octane can read "point cloud" and "box"


Shane

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 8:24 am
by suvakas
Karba wrote: for now it is a frame duration.
Hard coded motion blur? You're kidding right? :) Any reason for it?
When can we expect the proper implementation? It is a 1.5 feature.

This is how we change the motion blur in standalone:

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 8:44 am
by Karba
kevinshane wrote:
Karba wrote:
kevinshane wrote:Xref object still don't work in real time viewport window,so i guess it's still a bug!
when you convert the high poly object to xref object,and then turn on proxy object to pick a low poly object(say the low poly object is a box),and then open the real time window(octane's),the rendering still shows that low poly box! (to render the high polys,you have to switch off the proxy option,but those high polys really slow down the viewport rotation) Altho when u hit the render button(shift+Q to rendering in max frame window),they are correct!!(exactly the same bug as 1.2's plugin)

which means xref still can't work in octane real time viewport :!: :!: could u please fix that?
Could you please provide me with simple xref scene? I am not very experienced in xref workflow.
[email protected]
thank you
Never Mind~~~ I found a *F*I*N*A*L* solution for distrubuting super large scale with high poly trees!! Check it out!!
I am using Corona Render proxy object(turns out corona support octane render)

1.First u need to download corona render(google that and it's a free render engine)
2.create a corona proxy object and save the .cmesh file to your hard drive
3.open octane real time viewport window, you will see the magic
4.btw octane also support "point cloud" and "wire box" display option(those option are directly coming from corona proxy)

Finally we can cheat by using .cmesh file to some kind of octane's own proxy mesh file!!

here are some snapshots
002.jpg
001.jpg
I use corona "wire bounding box" display option,but also octane can read "point cloud" and "box"


Shane
Could you please give a xref scene where you are experiencing the troubles?
[email protected]

thank you

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 9:05 am
by kevinshane
Could you please give a xref scene where you are experiencing the troubles?
[email protected]

thank you
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