not a bad idea, indeed......!Goldisart wrote:Thank you very much for the new version of the program. Very good very pleased that octane render for d max 3 developing so quickly. I have a request to add a disable in Octan camera feature Imager and transfer to a standard main Image//////////
//// I understand that the camera octane render. You can do instance. Well, for example : if I have 2 groups. And 1 of them must be normal, and group 2 ortografic - instans will not help and will have to reconfigure each group of cameras is why this feature is needed --- in vray by the way it is !
OctaneRender® for 3ds max® v2.24.2 - 2.10 [OBSOLETE]
Forum rules
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.
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.
Intel i7-970 @3,20 GHz / 24 GB RAM / 3 x EVGA GTX 580 - 3GB
I have a problem here. The octane window keeps auto-refreshing on this particular scene. It does not get past 1 sample, like something in the scene is constantly being updated by octane.
It occurs a under very strange situation. I have an object skinned to a biped. The biped has a noise controller on it and I'm trying to get a motion blur to render. If I disable the skin modifier then the updating stops, if I remove the noise controller it also corrects the problem. If I untick 'auto update movable proxy' it also fixes the problem?!!!
I've attached the file so you can take a look, I've stripped it of everything but the problem area... I'm on max 2014.
EDIT : If I render properly it looks fine - only constant refresh in the octane viewport.
It occurs a under very strange situation. I have an object skinned to a biped. The biped has a noise controller on it and I'm trying to get a motion blur to render. If I disable the skin modifier then the updating stops, if I remove the noise controller it also corrects the problem. If I untick 'auto update movable proxy' it also fixes the problem?!!!
I've attached the file so you can take a look, I've stripped it of everything but the problem area... I'm on max 2014.
EDIT : If I render properly it looks fine - only constant refresh in the octane viewport.
- Attachments
-
- skin.zip
- (111.49 KiB) Downloaded 308 times
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
- Elvissuperstar007
- Posts: 2507
- Joined: Thu May 20, 2010 8:20 am
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- Contact:
add camera correction
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Page octane render " В Контакте " http://vkontakte.ru/club17913093
- Elvissuperstar007
- Posts: 2507
- Joined: Thu May 20, 2010 8:20 am
- Location: Ukraine/Russia
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Converter hangs for an hour, trying to convert grass standard material Forest Pack , Previously, this was not
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Page octane render " В Контакте " http://vkontakte.ru/club17913093
- Elvissuperstar007
- Posts: 2507
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Octane Materials - Library update to support version 2
http://forum.itoosoft.com/index.php?topic=3217.0
C:\Program Files (x86)\Itoo Software\Forest Pack Pro\matlib.
http://forum.itoosoft.com/index.php?topic=3217.0
C:\Program Files (x86)\Itoo Software\Forest Pack Pro\matlib.
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Page octane render " В Контакте " http://vkontakte.ru/club17913093
this is so nice..... 
but i just tried a quick test - using PT, but i don't think it gets near the realism like the references.
anyone that knows if there was done any post on the references?
or should i use a other kernel and do some tweaks in the settings?

but i just tried a quick test - using PT, but i don't think it gets near the realism like the references.
anyone that knows if there was done any post on the references?
or should i use a other kernel and do some tweaks in the settings?
HOME octane standalone v3.07 | octane plugin for sketchup 3.07.0.14 | sketchup pro 2017 17.2.2555 64 bit | windows 10 pro 10.015063 build 15063 | i7-6700k @4.0 GHz | 32gb ram | 2x gtx 1070 | nvidia driver 382.33
- try setting sun with dawn, 6-7 am, and soften it up, that will get you a right mood
I tried some previous version, to me it seems that the converted materials are just not really optimized, sometimes grass is assigned diffuse and glossy looks much better..
- I think itoo guys just converted without too much optimisation.. that's why it doesn't look that sparkly.. check if it's all diffuse material
I tried some previous version, to me it seems that the converted materials are just not really optimized, sometimes grass is assigned diffuse and glossy looks much better..
- I think itoo guys just converted without too much optimisation.. that's why it doesn't look that sparkly.. check if it's all diffuse material
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
thinking out loud ..... if feasible it would be well not to break the bonds of materials in substitution for Specular and DIFFUSE back. if composite materials and for example I want to give up the gloss and make difus with translucencies I have to do the substitution of the material bonds are broken and all child maps
this is a max issue/feature, might be solvable via scripting.. now that there is an upgrade of the maxscript (will try and put this on a to do list)
- in forest pro, what I found out for some reason there are glossy and diffuse shaders on a same multi subd, so I just reconnect all glossy to diffuse.. not sure why but if works for grass..
- in forest pro, what I found out for some reason there are glossy and diffuse shaders on a same multi subd, so I just reconnect all glossy to diffuse.. not sure why but if works for grass..
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
I noticed in the shade or low light OCtane makes more realistic results than daylight direct sun Not sure whyJorgensen wrote:this is so nice.....
but i just tried a quick test - using PT, but i don't think it gets near the realism like the references.
anyone that knows if there was done any post on the references?
or should i use a other kernel and do some tweaks in the settings?