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Re: "use viewport background" option doesn't work?

Posted: Tue Feb 28, 2017 12:11 pm
by mikinik
HHbomb wrote:you need to check "alpha channel" in kernel type section.
thanks for tip. it was my mistake.

Re: "use viewport background" option doesn't work?

Posted: Tue Feb 28, 2017 12:52 pm
by Cathodeus
For me i still have a problem as i check "alpha channel" but even if kernel is showing what i want when i save the picture i don't have waht i saw inside the kernel ...

https://db.tt/jWALQ6QAAo

Re: "use viewport background" option doesn't work?

Posted: Tue Feb 28, 2017 1:33 pm
by paride4331
Hi Cathoudeus,
personally I think this is the best customizable workflow you can use for your needs.
Attached a .max file for you.
Regards
Paride

Re: "use viewport background" option doesn't work?

Posted: Tue Feb 28, 2017 2:06 pm
by Cathodeus
Thanks you so MUCH !!! Paride !!! Don't know if you're a women or a man anyway i love you haha. :D

So for short maybe it will help people later :

-the solution was to make 2 DayLights one with the HDRI Picture set as main --> texture and the other Daylight with the backplate on it set as visible --> texture with backplate checked.

Re: "use viewport background" option doesn't work?

Posted: Mon Jul 31, 2017 9:01 pm
by DIO
I have a 1920x1080 image I put in my background by use of a daylight set to backplate.
I have another daylight set to main using a HDRI to light the scene and I´m rendering in a 1920x1080 octane viewport window.
So far so good.

But how can I match/fit my backplate image correctly to the render window? It it is off by scale, offset and seems to be distorted.
I just want the backplate to be in the background of my render scene like a viewport background in 3ds max. Render resolution and Backplate image
have the same image aspect.
Playing around with the values in 2d transformation of the RGB Image of the backplate cannot be right, I just can´t make it fit.
What am I missing?
Switching on the "camera mapped" option inside the RGB image doesn´t work.

And why does the same texture environment using the same HDRi image give different results when I put it form
the 3dsmax environment map slot into a octane daylight using type/texture ?

Re: "use viewport background" option doesn't work?

Posted: Tue Aug 01, 2017 7:39 am
by paride4331
Hi DIO,
For a matched backplate with octane viewport size, you could use hdri + Viewport background.
Regards
Paride

Re: "use viewport background" option doesn't work?

Posted: Thu Feb 08, 2018 5:49 pm
by Rik
Paride, any chance you can save your max file as max verion14?

Think this was the one
G:\OTOY\scene test\background+hdri\t$m$p$$$\01.max

Cheers

Re: "use viewport background" option doesn't work?

Posted: Fri Feb 09, 2018 8:11 am
by paride4331
Hi Rik,
here for you.
Regards
Paride

Re: "use viewport background" option doesn't work?

Posted: Fri Feb 09, 2018 6:26 pm
by Rik
Thanks v much!

Re: "use viewport background" option doesn't work?

Posted: Sat Jul 11, 2020 4:21 am
by ajoshua4
with this newer version (4.06-6.17) The texture map when loaded is automatically rounded at the edges as if its spherical like a texture environment. Is there no way to use the flat rgb image as a backplate anymore? I would set a background image as the viewport background and check the "use viewport background" box to have it show up in the octane viewport, but the final render (not the viewport window) comes out with a black background (even with alpha checked). So the only way to get a background to show up in the final render is an octane daylight with texture. Does anybody have any suggestions to get a regular image in there thats not rounded?? I'm not sure if they made some change in the newer versions of octane but I don't remember this being a problem in the past.