Thanks for the new release. I have been playing around with it a bit and really love
the light pass ID render elements. This is really great for compositing !
Still missing some more control of the render layer ID though. It still get get only one object ID per render.
Would it be possible to make multiple render Layer ID info passes, exactly as it is with the light passes ?
I can set up:
Light pass 1
Light pass 2
Light pass 3 and so on ...
... in my render element. And it renders all of my light passes in just one render according to the light pass ID in the light settings.
If I could set up:
Render Layer Mask 1
Render Layer Mask 2
Render Layer Mask 3 and so on ...
Render Layer ID 1
Render Layer ID 2
Render Layer ID 3 and so on ...
.... it would be the same for all the object masks I need, according to the Object layer ID in the octane object properties.
Also it would be gread if you could set objects to Object Layer ID zero, so it isn´t visible in the render Layer ID pass at all.
Now it hast to be at least 1, and it renders red.
Render Layer Mask und ID Elements also ignore depth of field blurring. Can this be fixed?
OctaneRender® for 3ds max® v2.23.1 - 1.5 [OBSOLETE]
Forum rules
Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
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Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
Thank you for a clarifying answer on the movable proxy motion blur thingJimStar wrote:Thank you for report, I'm just checking your scene...dawe wrote:So I have set up a file to show the different motion blur bugs.
So, correct me if I'm wrong: you mean the issue is there is no object motion blur for the objects that are not movable proxies? If yes - then it's not an issue... It's the specific of how the geometry is loaded into the Octane engine.
All not movable proxy objects are collapsed into one big global mesh during the scene translation. This has two sideeffects:
1. The scene is rendered much faster by Octane engine than the scene having big amount of different meshes.
2. This global mesh - is just one big common mesh in the world space. It can't have separate transformation matices for its "subobjects" (as it does not have any subobjects). But what is the "object motion blur"? It uses object's transformation matrix changed from frame to frame to render the blurred image of the object changed by this matrix from frame to frame. But your "not proxy" object is not the separate object anymore after loading into Octane engine - it's just one little part of one big global mesh. So, you can't have the "object motion blur" for such an object - as it just does not have its own transformation matrix, it's just not the "object" anymore inside Octane engine...
So, if you need the object motion blur - you need the object for that. That is - you need it as "movable proxy" in 3ds Max plugin terminology.

There is still some problem with motion blur on objects with a WSM modifier applied. as I show in the file; The only motion blur setting that works now is vertex motion blur, no movable proxy. witch take ages for something with hair applied to it, in example. if you set it to be a movable proxy it don´t work; It will blur the object as if it was going from 0.0.0, to current location. maybe it is not possible to do it another way than it is now. You have to set it to vertex motion blur and don´t check movable proxy?
Anyway. Thanks for the new build
//Daniel
Hair and Fur still doesn't work for me. It did, a few version ago, but now it doesn't render and hasn't for a bit. What was the hair and fur fix? I tried to trace back to the original question and it seemed to be related to fur thickness? I have to convert my stuff to geometry to see it in render.
Yeah I think h&F doesnt work with this release as well.DartFrog wrote:Hair and Fur still doesn't work for me. It did, a few version ago, but now it doesn't render and hasn't for a bit. What was the hair and fur fix? I tried to trace back to the original question and it seemed to be related to fur thickness? I have to convert my stuff to geometry to see it in render.
The thickness problem is related to Ornatrix hair not hair and fur. Where I still looking for that to be resolved as well.
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Hair and Fur works for me.
3ds max 2014.
Within the Hair and Fur modifier, go to Tools tab, click render setting
Then change Hairs buffer to Hairs geometry.
Hope this helps
3ds max 2014.
Within the Hair and Fur modifier, go to Tools tab, click render setting
Then change Hairs buffer to Hairs geometry.
Hope this helps
I'll delete all the "bugreports" regarding 3ds Max 2016 here.
It's your own responsibility that some of you are trying to put the shared library built against 2015 MaxSDK into Max 2016 folder and expect the stable work after that...
One more time: 3ds Max 2016 is not officially supported yet. Autodesk has not published the 2016 MaxSDK so far.
http://render.otoy.com/forum/viewtopic.php?f=27&t=46260
It's your own responsibility that some of you are trying to put the shared library built against 2015 MaxSDK into Max 2016 folder and expect the stable work after that...
One more time: 3ds Max 2016 is not officially supported yet. Autodesk has not published the 2016 MaxSDK so far.
http://render.otoy.com/forum/viewtopic.php?f=27&t=46260
oh my.. With all my heart how on earth can this be resolved than...JimStar wrote:The problem here - I don't have the Ornatrix license. So, can't debug it...oguzbir wrote:The thickness problem is related to Ornatrix hair not hair and fur.
When I said about this in ornatrix forum Marsel K. from Ephere said he contacted octane dev.
Would it help if I contact him and make him contact you ( if so, what is your mail)
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