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Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [TEST]
Posted: Thu Sep 10, 2015 4:59 pm
by darkline
Jim,
Any chance you can make material export for old octane material that works with Max Multi/Sub object?. I have quite complex material set-ups in old octane with 10 or more material IDs. I can not export them to your new version.
thanks
Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [TEST]
Posted: Thu Sep 10, 2015 10:08 pm
by akira
darkline wrote:Jim,
Any chance you can make material export for old octane material that works with Max Multi/Sub object?. I have quite complex material set-ups in old octane with 10 or more material IDs. I can not export them to your new version.
thanks
Hi, you can detach them by material IDs with this script:
http://www.scriptspot.com/3ds-max/scrip ... aterial-id
*make sure you have the "propagate materials" option checked.
then select all of them and run this script:
Code: Select all
/*
get current selection and export octane materials one by one
*/
currentSelection = #()
for i = 1 to $selection.count do
(
append currentSelection $selection[i]
)
for i = 1 to currentSelection.count do
(
select currentSelection[i]
actionMan.executeAction 982383860 "2169"
)
this will bring up the export dialog of octane material for each of them.
Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [TEST]
Posted: Fri Sep 11, 2015 10:07 am
by darkline
Fantastic Akira,
I'll give this a go - thank you very much.
Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [TEST]
Posted: Fri Sep 11, 2015 10:19 am
by Elvissuperstar007
Converter does not work
Vray, Mental ray gives all white
3ds max 14-16, forest pack 4.4.1, octane 2.23.-2.8
Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [TEST]
Posted: Fri Sep 11, 2015 11:05 am
by oguzbir
Hey Elvis,
That is because a texture named ForestColor is not supported.
It is Forest Pack's own texture.
That has to be implemented in Octane no arguments there.
But. in order to get response, You have to ask for this feature in other topic under 3dsmax.
AFAIK this topic only accepts bug reports.
If you do that I'll also post for this feature.
EDIT: I am sorry for the above comment Elvis I've just saw that you have already made request in user request section.
The problem is Jimstar doesnot own any plugins. Somehow Otoy doesnt or wont buy a license for plugin developers.
Some how Karba had Forest pack and Jimstar doesnt.
And it's utterly sad and insane we come up with roadbloks in these cases.
Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [TEST]
Posted: Fri Sep 11, 2015 2:07 pm
by Elvissuperstar007
oguzbir wrote:Hey Elvis,
That is because a texture named ForestColor is not supported.
It is Forest Pack's own texture.
That has to be implemented in Octane no arguments there.
But. in order to get response, You have to ask for this feature in other topic under 3dsmax.
AFAIK this topic only accepts bug reports.
If you do that I'll also post for this feature.
EDIT: I am sorry for the above comment Elvis I've just saw that you have already made request in user request section.
The problem is Jimstar doesnot own any plugins. Somehow Otoy doesnt or wont buy a license for plugin developers.
Some how Karba had Forest pack and Jimstar doesnt.
And it's utterly sad and insane we come up with roadbloks in these cases.
Thank you very much for your answer
currently in octane these plugins is useless
Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [TEST]
Posted: Fri Sep 11, 2015 2:12 pm
by oguzbir
Elvissuperstar007 wrote:
Thank you very much for your answer
currently in octane these plugins is useless

Lets say it isn't useless. But more work has to be done

)
The problem I see is that Octane Standalone core does not have a Random Bitmap support in it.
And without it I think nothing much can be done in plugin developing. So this is not a thing we can ask from Jimstar.
We must ask for this from the Standalone devs first.
Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [TEST]
Posted: Fri Sep 11, 2015 2:58 pm
by oguzbir
Changes of the 2.6 version
Implemented the native 3ds Max BitmapTex support as the alternative input for Octane Image textures. You can use the Viewport Canvas now to draw "on the fly" on the Octane textures.
Hi Jim,
I'm having a pretty hard time grasping the concept of native BitmapTex support added in 2.6 version.
I guess that native "BitmapTex support " mean that it now the octane plugin understand the bitmap and enables to let the Viewprt Canvas to set the painted texture in RGB Image texture.
As I understand it
does not mean that we can use
Standard's bitmap texture as a texture in a Octane diffuse material.
So it's rather an internal thing.? Or are there other places we can make use of it?
Best,
Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [TEST]
Posted: Fri Sep 11, 2015 8:40 pm
by Elvissuperstar007
oguzbir wrote:Changes of the 2.6 version
Implemented the native 3ds Max BitmapTex support as the alternative input for Octane Image textures. You can use the Viewport Canvas now to draw "on the fly" on the Octane textures.
Hi Jim,
I'm having a pretty hard time grasping the concept of native BitmapTex support added in 2.6 version.
I guess that native "BitmapTex support " mean that it now the octane plugin understand the bitmap and enables to let the Viewprt Canvas to set the painted texture in RGB Image texture.
As I understand it
does not mean that we can use
Standard's bitmap texture as a texture in a Octane diffuse material.
So it's rather an internal thing.? Or are there other places we can make use of it?
Best,
Forest Pack 4.4.1 working Octane Render 2.23.-1.9
Re: OctaneRender® for 3ds max® v2.23.2 - 2.8 [TEST]
Posted: Sat Sep 12, 2015 11:56 am
by MustafaKaya
Don't work LiveDB.