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Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Tue May 12, 2015 8:07 am
by RobSteady
Jim, can you please fix the viewport texture issue?
Only thing you have to do is keep the setting from the V-Ray file "show shaded material in viewport".
Oct.jpg

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Tue May 12, 2015 8:23 am
by Goldisart
agree and I fully support.
Viewport is a sore spot 3Dmaks to stay - although it would be great to make reflections in support of the real ==

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Tue May 12, 2015 9:42 am
by RobSteady
Goldisart wrote:it would be great to make reflections in support of the real ==
This may sound fussy but can you please try to write a proper sentence? Or at least use google translate when you post something here?
I know, nit-picking...

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Tue May 12, 2015 8:20 pm
by Elvissuperstar007
need octane light double sided (vray light double sided)

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Tue May 12, 2015 8:52 pm
by lunarstudio
The Material Converter is taking an extremely long time. Could you please look into this?

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Tue May 12, 2015 9:06 pm
by JimStar
Guys, don't worry if I don't answer to every single report here - I take into account them all if they are reasonable. Sometimes I just have no time to chat here...;)

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Tue May 12, 2015 9:38 pm
by Elvissuperstar007
error 2.23.2

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Wed May 13, 2015 7:04 am
by gabrielefx
Elvissuperstar007 wrote:error 2.23.2
I already posted this error in the previous post...
Nobody here use these switches....
that's incredible....

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Wed May 13, 2015 10:42 am
by DIO
Why isn´t it possible to use a negative value in the amount of the displacement? If I remember correctly this was possible once.
Is the only possibility for negative Displacement inverting the texture map?

Re: OctaneRender® for 3ds max® v2.23.2 - 1.7 [TEST]

Posted: Thu May 14, 2015 5:48 am
by JimStar
Dom74 wrote:Hi Jimstar,
It seems that D.O.F. is not respected in render passes in octane viewport.
You just need the "Distributed tracing" checkbox enabled in "Info passes setup" group of Octane settings. ;)