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Re: OctaneRender® for 3ds max® v2.24.2 - 2.15 [STABLE]
Posted: Wed Dec 16, 2015 5:33 pm
by boris
jim
tnx for this release.
questions about the new gamma implementation:
scene setup:
- turned OFF gamma in max
- enabled tonemapping under camera in octane render settings
- textures in material editor gamma set to 2.2
- camera with exposure 1 and gamma 1 looks good with octane sun
the only problem is the textures and the materials in the material editor are too dark, when textures are set to gamma 1 they look right but then the rendering gets way too bright.
would be nice to have material editor synced.. or is there anything I am doing wrong here?
cheers
boris
Re: OctaneRender® for 3ds max® v2.24.2 - 2.15 [STABLE]
Posted: Wed Dec 16, 2015 6:23 pm
by JimStar
If 3ds Max gamma is disabled - the material editor shows all "as is". E.g. there is no way for the plugin to rule how the color picking controls are shown, 3ds Max does this automatically according to gamma set in its settings.
So there is not much use of "tonemapped" checkboxes 'cause they just double 3ds Max gamma settings (but always having sticky ~2.0 gamma), having material editor showing all "as is" at the same time...
Just use 3ds Max gamma settings, this is the right way to do.
Re: OctaneRender® for 3ds max® v2.24.2 - 2.15 [STABLE]
Posted: Wed Dec 16, 2015 8:38 pm
by boris
JimStar wrote:If 3ds Max gamma is disabled - the material editor shows all "as is". E.g. there is no way for the plugin to rule how the color picking controls are shown, 3ds Max does this automatically according to gamma set in its settings.
So there is not much use of "tonemapped" checkboxes 'cause they just double 3ds Max gamma settings (but always having sticky ~2.0 gamma), having material editor showing all "as is" at the same time...
Just use 3ds Max gamma settings, this is the right way to do.
I understand.
the "good thing" on previous versions was that I could have different gamma adjustments per camera.
with 3dsmax gamma enabled and tonemapping in octane render settings disabled i can't adjust gamma or saturation in octane cameras settings which in my opinion was a good thing, don't you think?
tnx anyway for the quick answer.
edit: basically having unchecked "use tonemapping" should not make gamma and saturation checkboxes from octane camera useless IMO.
Re: OctaneRender® for 3ds max® v2.24.2 - 2.15 [STABLE]
Posted: Wed Dec 16, 2015 9:04 pm
by JimStar
boris
The problem here is that the plugin can't access the changing of gamma of material editor color picker controls. So, you can use Octane's tonemapping and disable 3ds Max gamma - but in this case there is inconsistency between these controls and render result colors...
But there are a lot of people who uses a linear workflow, this is why the plugin now pays more respect to 3ds Max gamma settings. Unfortunately these two different workflows can't be implemented not disturbing each other due to this stupid Max restriction (changing color pickers gamma from the plugin I mean)... So, in the case you are using Octane's tonemapping disabling 3ds Max gamma control - it will work, just material editor shows colors inconsistent to renderview...
Perhaps I can improve it a little in regard of material previews in material editor, but there is no way for the plugin to control how the picker controls reflect the colors...
Re: OctaneRender® for 3ds max® v2.24.2 - 2.15 [STABLE]
Posted: Thu Dec 17, 2015 7:52 am
by Goldisart
Please, bring back the alpha channel checkerboard
(there are difficulties in configuring the glass)
Re: OctaneRender® for 3ds max® v2.24.2 - 2.15 [STABLE]
Posted: Thu Dec 17, 2015 10:40 am
by darkline
Hi Jim,
Ive got a bit of a problem with animating octane camera poperties :
I have many shots that need 3D tracking/solving for visual fx work and rendered with octane. So my workflow is I solve using Syntheyes and then export to a maxscript. In 3DSmax I now have my scene markers and camera movement and it's all good. The problem arises when I needed to animate the focus depth of the camera (as the camera moves in) - you can't animate any of the octane settings unless you use an octane camera. The camera in my scene is a standard max camera (as would be exported from all 3D tracking solutions), and there's no way to turn it into an octane one in 3dsmax.
My workaround has been to create an octane camera, switch from the standard max camera to perspective view, match octane cam from current view and then link the octane camera to the max camera. The problem here is there is drift due to octane cam not having a target point, when the max camera does. So it becomes a very difficult process to use octane cameras for 3D tracked shots with a moving camera.
Is there any way you could either a) have an option to switch max camera to octane cam (retaining all it's animtion exactly) or b) have the octane camera controls available to animate using a standard max camera too?
thanks
Re: OctaneRender® for 3ds max® v2.24.2 - 2.15 [STABLE]
Posted: Thu Dec 17, 2015 11:02 am
by boris
JimStar wrote:boris
The problem here is that the plugin can't access the changing of gamma of material editor color picker controls. So, you can use Octane's tonemapping and disable 3ds Max gamma - but in this case there is inconsistency between these controls and render result colors...
But there are a lot of people who uses a linear workflow, this is why the plugin now pays more respect to 3ds Max gamma settings. Unfortunately these two different workflows can't be implemented not disturbing each other due to this stupid Max restriction (changing color pickers gamma from the plugin I mean)... So, in the case you are using Octane's tonemapping disabling 3ds Max gamma control - it will work, just material editor shows colors inconsistent to renderview...
Perhaps I can improve it a little in regard of material previews in material editor, but there is no way for the plugin to control how the picker controls reflect the colors...
Hi Jim tnx a lot for the precise answer.
Basically I like the workflow with 3ds max gamma enabled like you suggested. I just was wondering if it's still possible to have access to let's call it a "gamma multiplier" only in camera settings which will allow to fine tune the look of the rendering. I know this would be just another link in the chain but should only disturb the 3ds max tonemapping when set to another value than 1.
again, tnx for all your efforts.
boris
Re: OctaneRender® for 3ds max® v2.24.2 - 2.15 [STABLE]
Posted: Sun Dec 20, 2015 5:01 pm
by daniel.reutersward
I upgraded to this version (2.15) from 2.13 and I´m a bit confused regarding the new gamma settings.
It seems like the response curves are not updated to correspond to the new gamma settings?
Before some response curves used either gamma 1,0 or 2,2, but now they doesn´t work properly?
I have a scene setup to use the default response curve (Agfacolor_Futura_100CD) and gamma 1,0 and with this version it looks like double gamma is applied (it looks the same if I would use version 2.13 with gamma 2,2).
How can I adjust the settings to correspond with the new gamma settings? If I use gamma 0,5 everything just looks wrong.
I like that I don´t have to untick "Affect Material Editor" in Gamma and LUT settings anymore to get a more correct material preview, but other than that I´m a bit confused.
Any insight in to this would be very helpful!
Update: I have attached 3 screenshots showing this. One screenshot also shows that the converter in 2.15 is acting weird/worse comparing to earlier versions.
/Daniel
Re: OctaneRender® for 3ds max® v2.24.2 - 2.15 [STABLE]
Posted: Mon Dec 21, 2015 5:49 pm
by Scrudje
I attached some images with options what i need for my job. Thank's in advance
Re: OctaneRender® for 3ds max® v2.24.2 - 2.15 [STABLE]
Posted: Mon Dec 21, 2015 6:29 pm
by Goldisart
Why do we have to find the differences between standalone and 3Dmax plug-in --- I demand to use the road map in the list of works such as the next version of the plugin, so we all know what changes we expect to see in a future version
