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Re: Hello from the new max plugin developer

Posted: Tue Sep 13, 2016 2:27 am
by neonZorglub
Thanks to all !
kevinshane wrote: btw, it's not v1 to v2, it's from 2.23.2-1.9 to 2.3
Yes, exactly, sorry to re-use the confusing V1/V2 names !
Hopefully versions won't matter soon :)

And yes, I end up being not bad at using max, there was always some artists finding ways to create unsupported things for various exporters, and that pushed me to investigate more ;) Plus, I enjoyed creating placeholder models for various games; replaced by real artist work later, fortunately ;)

Re: Hello from the new max plugin developer

Posted: Tue Sep 13, 2016 5:36 am
by 3dgeeks
Fantastic, welcome its good to see Otoy finally putting someone dedicated onto this since Karba left.

Now one thing I would like to point out, as Azen will likely inform you is that a lot of users are trapped back in Octane 2 because Jimstar decided to take it upon himself to completely refactor the Max plugin, which left all existing V2 projects, assets and store assets useless. Now Im sure in the long run the refactoring will be a good thing.

Azen has done some good work on a converter but it is still in an unfinished state with a lot of crashes. Most crashes happened due to V2 scenes just completely crashing when opened in V3. Can you please address this problem, as in all my 20 years working in IT/graphics I have never seen such a major incompatibility between software versions.

So again its great to see you and I hope that you can get V2 to V3 working smoothly.

Re: Hello from the new max plugin developer

Posted: Tue Sep 13, 2016 7:19 am
by suvakas
neonZorglub wrote:..
And yes, I end up being not bad at using max, there was always some artists finding ways to create unsupported things for various exporters, and that pushed me to investigate more ;) Plus, I enjoyed creating placeholder models for various games; replaced by real artist work later, fortunately ;)
That's good to hear!
Good luck with the development.

*Hint: Instances support for particle flow........... ;)

Suv

Re: Hello from the new max plugin developer

Posted: Tue Sep 13, 2016 8:53 am
by acc24ex
OMG, our savior has arrived :)

- we have great expectations ;)

- let's put it this way, I started using octane around 2010. all of my works done until now I cannot use in 3.0 since it's breaking my workflow, even though I purchased 3 upgrades to 3.0

- and I'm basically just waiting for a fast solution to converting scenes - even better solution would be to also transfer the render settings

- all of this wasn't such a big deal during the time I was learning and wasn't as busy, but now I'm producing daily personal artwork and working 9-6 doing product vis, and I simply do not have time to fiddle around, I need this thing working at it's best, it's serious now, it's been serious for a while though

- I have around 300+ personal works done from this year alone in kernel 2.21.1

- and working on around 10 projects on/off professionally (working daily on those)

- making a fast, proper converter would be a major change for all of us "veteran" users with similar problems

- and as I ranted before, I could finally start to praise and use some of the new development features and start recommending octane (over fstorm)

- the rehauling of the plugin Jimstar did were good, and long due, as there were some errors introduced when karba was developing, as the material system was broken for maxscript, as he didn't use maxscript at all
(- which I found out painfully while making my script and wanted to introduce some quick dirt/bump material stuff, and frustratingly stopped when reached)
- all of these painful mistakes were introduced at the beginning, and now need a lot of patching up, as with all development, making mistakes in the start are the most expensive ones

Glad to have you on board, and hope you're gonna blast this thing to heaven.

Re: Hello from the new max plugin developer

Posted: Tue Sep 13, 2016 10:00 am
by thekwen
Seems to be the place for request (i know it's not but anyway...)

Fix bugs and having a real stable version with all features working and explained seems the best priority for me.
It seems you decided to take this way so that's sound very cool ...

But just if we could have a multimatte pass like in vray would be so great, it's a must have for a renderer ...

Kwen

Re: Hello from the new max plugin developer

Posted: Tue Sep 13, 2016 1:18 pm
by HHbomb
Hi, and good luck !!!!

Re: Hello from the new max plugin developer

Posted: Mon Sep 19, 2016 3:21 pm
by Olitech
Sounds promising!

Hi zeonZorglub,

Welcome to the Thunderdome! ;^]

Best of luck,
O

Re: Hello from the new max plugin developer

Posted: Wed Sep 21, 2016 9:59 am
by Moonhowl
checked the forums after a month or two and wow. just WOW.

Thank you, really.

You have genuinely made my day.