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Re: OctaneRender® for 3ds max® v2.20

Posted: Fri Jan 23, 2015 12:22 pm
by mikinik
Karba wrote:Main changes since version 2.16a
At the moment there is no proper way for implementation of multi uv channels. octane standalone implementation doesn't allow to do that without extra GPU memory consumption even if it is not used.
and what's next, this will not happen? how it works in the standalone version?
when will work motion blur with realflow meshes?

Re: OctaneRender® for 3ds max® v2.20

Posted: Fri Jan 23, 2015 2:02 pm
by Norman_Stansfield
How about velocity render element?
Would be great.

realflow bin mesher doesnt update mesh while final rendering. It updates it while scrubbing during octane preiview, but rf mesh is not updating when we hit final render.

There are issues with frost / realflow motion blur. It simply doesnt work by octane moblur.

This is probably all to correct, if done correctly, I dont see anything else to make octane better :)

Re: OctaneRender® for 3ds max® v2.20

Posted: Fri Jan 23, 2015 3:19 pm
by RobSteady
Karba wrote:I will update material conversion next week.
YESSSS :D

Re: OctaneRender® for 3ds max® v2.20

Posted: Fri Jan 23, 2015 4:35 pm
by visionmaster2
Still dont work for me in 3dsmax2015 sp2.
please can you check it ?

Render passes quality unacceptable

Posted: Fri Jan 23, 2015 4:41 pm
by wastzzz
Render passes quality is unchanged, it's still not acceptable.
Here are some examples.
- Antialiasing is wrong, and I mean, very wrong.
- Borders are jagged

For now I am sticking to the manual rendering trough the Info Channel Kernel.
Hope it gets fixed.
Beauty
Beauty
AO
AO
MatID
MatID

Re: OctaneRender® for 3ds max® v2.20

Posted: Fri Jan 23, 2015 8:58 pm
by bicket
Hi karba

BUG with DL gi mode "None" : glossy materials have a fresnel alpha (alpha refraction)

Re: OctaneRender® for 3ds max® v2.20

Posted: Sat Jan 24, 2015 2:12 pm
by suvakas
Karba wrote: At the moment there is no proper way for implementation of multi uv channels. octane standalone implementation doesn't allow to do that without extra GPU memory consumption even if it is not used.
What does that mean? You don't have to export multiple channels for all models. Only for those that are using it.
Or is there smth i'm not geting?
If it's not working then why did you guys announced it at all?
Can't you like 1st implement it properly and then do the announcements?

Suv

[edit]
Looks like Lightwave has it:
juanjgon wrote:This is the first beta build of the OctaneRender™ 2.2 for LightWave™ plugin. This 2.20.1 release is available for Lightwave 10.1, 11.6 and 2015.1 Windows x32/x64 and OSX x64

=============================================
RELEASE 2.20.1
=============================================

* NEW FEATURES:

- New mesh functions to support multiple UV maps. Currently Octane has been enabled to support up to 3 UV maps in each object.
...
So what's the deal?

Re: OctaneRender® for 3ds max® v2.20

Posted: Sun Jan 25, 2015 9:04 am
by gabrielefx
thanks Karba.

any news regarding ies distribution visible in wireframe (see Corona or Vray) and targeting feature?

Regarding Vray scene conversion don't forget: Vray sun, Vray ies lights, materials with the correct procedural Max textures.
Please implement Max gradient conversion.

what about the stereoscopic feature you announced many months ago?

regards

Re: Render passes quality unacceptable

Posted: Sun Jan 25, 2015 11:09 am
by bicket
wastzzz wrote:Render passes quality is unchanged, it's still not acceptable.
Here are some examples.
- Antialiasing is wrong, and I mean, very wrong.
- Borders are jagged

For now I am sticking to the manual rendering trough the Info Channel Kernel.
Hope it gets fixed.
test.jpg
test_Ambient Occlusion.jpg
test_Materia Id.jpg
Have you check the alpha channel.
For me it works very well when saved in png with alpha.

Re: Render passes quality unacceptable

Posted: Sun Jan 25, 2015 2:33 pm
by wastzzz
bicket wrote:
wastzzz wrote:Render passes quality is unchanged, it's still not acceptable.
Here are some examples.
- Antialiasing is wrong, and I mean, very wrong.
- Borders are jagged

For now I am sticking to the manual rendering trough the Info Channel Kernel.
Hope it gets fixed.
test.jpg
test_Ambient Occlusion.jpg
test_Materia Id.jpg
Have you check the alpha channel.
For me it works very well when saved in png with alpha.
Thank you, will try later.
Regards :)