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Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Posted: Wed Oct 07, 2015 3:51 pm
by gueoct
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 !
not a bad idea, indeed......!

Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Posted: Wed Oct 07, 2015 8:13 pm
by darkline
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.

Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Posted: Wed Oct 07, 2015 10:19 pm
by Elvissuperstar007
add camera correction

Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Posted: Wed Oct 07, 2015 11:36 pm
by Elvissuperstar007
Converter hangs for an hour, trying to convert grass standard material Forest Pack , Previously, this was not

Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Posted: Thu Oct 08, 2015 10:17 am
by Elvissuperstar007
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.

Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Posted: Thu Oct 08, 2015 11:46 am
by Jorgensen
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?

Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Posted: Thu Oct 08, 2015 12:39 pm
by acc24ex
- 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

Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Posted: Fri Oct 09, 2015 7:25 am
by Goldisart
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

Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Posted: Fri Oct 09, 2015 11:40 pm
by acc24ex
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..

Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]

Posted: Sat Oct 10, 2015 5:00 pm
by coilbook
Jorgensen 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?
I noticed in the shade or low light OCtane makes more realistic results than daylight direct sun Not sure why