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Re: OctaneRender® for 3ds max® v2.13

Posted: Fri Nov 21, 2014 2:25 pm
by Spdo
Thank you great work.

But you have to improve some camera settings and features such as Camera and lens correction.

The octane camera doesn't work with modifier camera correction.

You have to add option in te octane camera settings camera correction vertical and horizontal such as Vray physical camera

When will you add ?

Thank you.

Re: OctaneRender® for 3ds max® v2.13

Posted: Fri Nov 21, 2014 3:14 pm
by MistAjuliax
oguzbir wrote:Here is my report regarding motion blur.(MB)

MB steps, MB duration, MB checkbox, does not update until you move the time slider.

If I try MB with Particle flow. (Tested with geometry with particle flow box object shape and shape instance a teapot)
MB I think works but the samples are stuck 1 and oct. viewport repeat the first sample only with loop.
(tested using one and multi gpu's)

IF partcile flow elements like;
PF Source 001
PF Source 001 -> PF Source 001
PF Source 001 -> Event 001
Are set at object motion blur. Blur doesnt work.
Vertex motion blur works in some cases but only with final render. not octane viewport.

There is a lot of possibilities to test but all I can say atthemoment is that.
It doesnt work properly.

Karba here is a basic test scene an max 2014 format.
The attachment testMB_max2014.rar is no longer available
Hi,
i try your scene and tweak it a bit and it works for me. You just have to set pf event to movable proxy and vertex motion blur and it works in realtime viewport. I try it in 3ds max 2015. However i get a very long time of loading to update each frame and a 100% CPU load ...
Regards.

Re: OctaneRender® for 3ds max® v2.13

Posted: Fri Nov 21, 2014 4:47 pm
by akira
Spdo wrote:Thank you great work.

But you have to improve some camera settings and features such as Camera and lens correction.

The octane camera doesn't work with modifier camera correction.

You have to add option in te octane camera settings camera correction vertical and horizontal such as Vray physical camera

When will you add ?

Thank you.
It's already there: lensShift X:vertical Y:horizontal

you can try my script if you want to convert max standard camera with camera correction to octane camera:
http://render.otoy.com/forum/viewtopic.php?t=38250

Re: OctaneRender® for 3ds max® v2.13

Posted: Fri Nov 21, 2014 7:30 pm
by mbcburt
PF motion blur is working great for me in 2015. Good stuff, thx Karba.

Re: OctaneRender® for 3ds max® v2.13

Posted: Fri Nov 21, 2014 7:57 pm
by oguzbir
Do you all achieve MB in Particle Flow using vertex blur or object blur.
Vertex blur sometimes works with me. But it's painfuly slow.

Shouldn't it be right to work with object blur?

What would your advice be Karba? I must use vertex blur for PF?

Re: OctaneRender® for 3ds max® v2.13

Posted: Sat Nov 22, 2014 6:18 am
by Karantir
error rendering at all kernels: Started logging on 22.11.14 09:10:36

OctaneRender version 2.13 (2130000)

No interface with that address found. -> Not changing current daemon scan interface.

Re: OctaneRender® for 3ds max® v2.13

Posted: Sat Nov 22, 2014 1:26 pm
by vfxman83
akira wrote:
Spdo wrote:Thank you great work.

But you have to improve some camera settings and features such as Camera and lens correction.

The octane camera doesn't work with modifier camera correction.

You have to add option in te octane camera settings camera correction vertical and horizontal such as Vray physical camera

When will you add ?

Thank you.
It's already there: lensShift X:vertical Y:horizontal

you can try my script if you want to convert max standard camera with camera correction to octane camera:
http://render.otoy.com/forum/viewtopic.php?t=38250
ok so how to export multi octane cameras export to stand alone the tool export only selected wievport camera.

ı saw a script over the internet but i don't try

Will you fix this next release ?

and when the final octane render is produce ?

we have a lot of problems everyday

Re: OctaneRender® for 3ds max® v2.13

Posted: Sat Nov 22, 2014 3:54 pm
by akira
vfxman83 wrote:
akira wrote:
Spdo wrote:Thank you great work.

But you have to improve some camera settings and features such as Camera and lens correction.

The octane camera doesn't work with modifier camera correction.

You have to add option in te octane camera settings camera correction vertical and horizontal such as Vray physical camera

When will you add ?

Thank you.
It's already there: lensShift X:vertical Y:horizontal

you can try my script if you want to convert max standard camera with camera correction to octane camera:
http://render.otoy.com/forum/viewtopic.php?t=38250
ok so how to export multi octane cameras export to stand alone the tool export only selected wievport camera.

ı saw a script over the internet but i don't try

Will you fix this next release ?

and when the final octane render is produce ?

we have a lot of problems everyday
Hi, i'm sorry i don't totally understand what you mean, if you have got some idea to improve my little script, you can write it down in
my script thread mentioned above. Let's keep this thread focusing on the plugin itself.

Re: OctaneRender® for 3ds max® v2.13

Posted: Sat Nov 22, 2014 6:48 pm
by vfxman83
I am sorry i want to write to Karba but i wrote to you :)

Re: OctaneRender® for 3ds max® v2.13

Posted: Sat Nov 22, 2014 6:51 pm
by vfxman83
Hi Karba;

How to export multi octane cameras export to the stand alone? The tool export only selected wievport camera.

ı saw a script over the internet but i don't try

Will you fix this next release ?

and when the final octane render is produce ?

we have a lot of problems everyday.