Page 2 of 9

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Thu Feb 26, 2015 6:16 am
by amadinam
Added texture 6000h6000 only 5 pieces. How does this work?
test.png

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Thu Feb 26, 2015 7:11 am
by HHbomb
Hello Karba, in a earlier post you said :
"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."
Is it always the case, or you find a workaround ? Thanks.

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Thu Feb 26, 2015 10:30 am
multiple uvw's!! finally!!! thank you !!!

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Thu Feb 26, 2015 11:20 am
by Elvissuperstar007
Converter not work correctly. The leaves of the tree became specular
and does not understand shader Shellac

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Thu Feb 26, 2015 2:30 pm
by amadinam
Everything works. Understood.

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Thu Feb 26, 2015 2:32 pm
by kevinshane
Hi Karba welcome back,couple of missing features from 2.20 to 2.21.1:
1.can we have real time preview pass(like c4d live viewer does) in real time viewport?
2.can we have render layer ID(render mask) and lightpass support?(also can preivew them in realtime view)
3.can we save our pass directly in realtime view(like c4d did)a one click to save all passes would be better?
4.Random Color map by element

can you fix some old bugs(or missing features I should say?):
1.hdri preview in material editor
2.xref(high poly one) preview in realtime viewer
3.vertex color support

C4D live viewer is awesome and much more powerful,hope someday we can have the same! :P

Shane

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Thu Feb 26, 2015 4:45 pm
by gabrielefx
Hi Karba,

thank you for this new release.

There is an issue with Geppetto (polulate) and motion blur, (objet and vertex). The renderer goes in loop on the first pass and never it's updated.

regards.

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Thu Feb 26, 2015 5:46 pm
by gabrielefx
Hi Karba,

I found another issue:

Some desaturated to 0 tonemaps are wrong.
For example Ektachrome 400XCD desaturated to zero is orange.
I think this is a wrong behavior.

Also..
spherical camera side by side don't work (all the stereo settings too)
In Rhino works good.

Also..
vignetting is 2d, is not applied on both images...
It's a kernel issue. Please talk about it with Abstrax.

Max2014

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Fri Feb 27, 2015 3:23 am
by Karba
amadinam wrote:Hello carba. Thank you for the converter.
A memory should be reduced?
2.20.png
2.2.1.png
No, it shouldn't in this case. You have enough GPU memory to handle the scene without CPU memory.

Re: OctaneRender® for 3ds max® v2.21.1

Posted: Fri Feb 27, 2015 3:27 am
by Karba
kevinshane wrote:Hi Karba welcome back,couple of missing features from 2.20 to 2.21.1:
1.can we have real time preview pass(like c4d live viewer does) in real time viewport?
2.can we have render layer ID(render mask) and lightpass support?(also can preivew them in realtime view)
3.can we save our pass directly in realtime view(like c4d did)a one click to save all passes would be better?
4.Random Color map by element

can you fix some old bugs(or missing features I should say?):
1.hdri preview in material editor
2.xref(high poly one) preview in realtime viewer
3.vertex color support

C4D live viewer is awesome and much more powerful,hope someday we can have the same! :P

Shane
I will see what I can do.
What do you mean hdri preview in material editor?
3dsmax xref is quite annoying thing to deal with. I will try to fix it.
vertex color is not supported by render engine. There is nothing I can do.