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Re: OctaneRender® for 3ds max® v2.16a
Posted: Tue Jan 06, 2015 12:19 am
by merid888
thank you for new reléase
karba this versión 2.16a don't have f-stop, why ?
is a problema work without f-stop
please add again this option
thank you
happy 2015
Re: OctaneRender® for 3ds max® v2.16a
Posted: Tue Jan 06, 2015 4:49 pm
by snake12
Hi Karba, when I will open the material editor, 3dmax close.
Thanks

Re: OctaneRender® for 3ds max® v2.16a
Posted: Wed Jan 07, 2015 2:33 am
by coilbook
Hi Karba
checking and unchecking motion blur box still does not work. Octane preview must be shut down and reopened to see correct results.
Thanks
Re: OctaneRender® for 3ds max® v2.16a
Posted: Wed Jan 07, 2015 12:46 pm
by marcomviana
the octane stopped in 2.11a . then this version is unstable , not render the same scene , and I've work with titan black video card . I believe you guys should review these updates.
Re: OctaneRender® for 3ds max® v2.16a
Posted: Wed Jan 07, 2015 1:15 pm
by boris
merid888 wrote:thank you for new reléase
karba this versión 2.16a don't have f-stop, why ?
is a problema work without f-stop
please add again this option
thank you
happy 2015
change in 2.15:
Removed the pins "Fstop" and "ISO" from the camera imager node, since they only control exposure which is done already by the exposure pin. The only thing these two pins added was confusion, since some people expected the ability to control the depth of field with Fstop. You can find a Lua script graph that emulates the old behaviour here: viewtopic.php?f=73&t=43944
makes sense to me.
Re: OctaneRender® for 3ds max® v2.16a
Posted: Wed Jan 07, 2015 5:17 pm
by tonycho
Hi Karba
Pretty Please update the material conversion (from Vray i mean )
it will really BIG Help

Re: OctaneRender® for 3ds max® v2.16a
Posted: Thu Jan 08, 2015 2:41 pm
by dawe
wastzzz wrote:Karba wrote:I have updated the installer to 2.16a. I forgot to fix network render statistic.
All the Render Elements now work with production rendering, BUT their quality is not acceptable, borders are jagged. They also have the wrong anti aliasing settings.
Please make them use the same anti aliasing filter size as in the Kernel settings, and improve the sampling, or let us choose the number of samples.
Thank you,
M.
Some of the render elements seem to be comparable to max elements, including z depth. So it´s not really compatible with octane, or of any use in comps, as it is now.
Karba, Will there be a real z pass in the future?
Best
Daniel
Re: OctaneRender® for 3ds max® v2.16a
Posted: Thu Jan 08, 2015 6:33 pm
by vfxman83
Hi Karba
Can you add the next realese tha vray blend material convertion ?
Current version support this mat type
or Octane don't have blend material ?
Thank you.
Re: OctaneRender® for 3ds max® v2.16a
Posted: Sat Jan 10, 2015 4:57 am
by noelnoel
white line between the intersection of two objets with opacity, not matter if its diffuse, glossy or specular material, no matter kernel or gi mode, always appears.
there its a way to avoid?
octane for max 2.15
Re: OctaneRender® for 3ds max® v2.16a
Posted: Sat Jan 10, 2015 10:04 pm
by coilbook
noelnoel wrote:white line between the intersection of two objets with opacity, not matter if its diffuse, glossy or specular material, no matter kernel or gi mode, always appears.
bug_.png
bug2_.png
there its a way to avoid?
octane for max 2.15
Try to enable Alphashadows I think i had this problem when I used dirt material and no alpha shadows enabled
http://render.otoy.com/forum/viewtopic. ... ne#p211354
i think it is a dirt bug in my case