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Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]
Posted: Tue Nov 22, 2016 8:08 am
by Goldisart
why in GI mode Sample Environment works AO !!!! previously, he was disabled ... if you don't plan to turn it off take the opportunity to get AO to 0 or to set it opacity
( simple example - I made baking texture of the wall and consider a quick direct renderer - I don't need AO and I can't turn off on beauty)
Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]
Posted: Tue Nov 22, 2016 8:51 am
by Goldisart
please note in 3Dmax 2017 there is a standard modifier multy tille
now it is not supported
Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]
Posted: Tue Nov 22, 2016 12:56 pm
by paride4331
@AlexMakhov
Hi AlexMakhov, thank you;
Could you tell me about your system, 3dsMax version and hardware?
Could you kindly make some screenshots while your 3dsMAx material editor had frozen?
Windows Task Manager> processes (high to low)
Windows Task Manager> Performance
OctaneRender viewport > GPU Mem data
thanks again
Paride
Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]
Posted: Tue Nov 22, 2016 1:07 pm
by paride4331
@Goldistart
Hi Goldisart,
Yep, I had already asked to developers yesterday to remove obsolete GI parameters.
Regards
Paride
Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]
Posted: Tue Nov 22, 2016 8:32 pm
by acc24ex
- what is the shadows channel supposed to do as I was unable to get anything shadow like from that (which I actually needed for some renders)
Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]
Posted: Tue Nov 22, 2016 10:53 pm
by oguzbir
acc24ex wrote:- what is the shadows channel supposed to do as I was unable to get anything shadow like from that (which I actually needed for some renders)
There is little info about it or manua/tutoriall AFAIK..
But I guess you have to use render layers set up, and a shadow catcher material. Nothing like the other renderers.
Octane has its own insane way of doing things in some areas.
You think of it as a simple task but gets a little complicated.. You have to adjust your current scene workflow as a seperate file, if you want to keep your beauty pass materials intact.
One great setback for crossplatform approach.
Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]
Posted: Wed Nov 23, 2016 8:11 am
by paride4331
Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]
Posted: Wed Nov 23, 2016 8:33 pm
by acc24ex
yeah I know how to use the shadow catcher, but I want to get shadows only, without the objects and all that, isn't the shadow channel supposed to do that somehow
- also "black shadows" and "coloured shadows" channel.. don't show anything
Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]
Posted: Thu Nov 24, 2016 8:58 am
by stir
Hey
Seems like the GradientTexture node broke in this update.
If you make a material and add a gradient texture, change interp to constant.
Save the file, and reopen.
Now the interp dropdown will be blank (White)
And white is actualy "linear" see the photos.
So what i did in this test scene is.
- Open a new 3ds max 2016 sp3 file
- create a plane and 3 spheres
- create a diffuse octane material with gradient texture in diffuse slot, with a random color texture to disstribute the colors between objects.
- Set the interp type in gradient texture to constant.
- render and it looks fine.
- Save the max file and reopen it.
- Now the interp type in gradient texture is blank (white)
- render without changing anything. The render is different.
- Change the interp type to linear. you can now see that its the same as blank(white)
This is a problem. When sending a file with a shader using constant to the renderfarm will give wrong results.
The workaround will be to add more points in the color pallet of the gradient texture to fake a "constant" look.
Attached maxfile
Cheers
-Mats
Re: OctaneRender® for 3ds max® v3.04.3 - 4.25 [TEST]
Posted: Thu Nov 24, 2016 3:00 pm
by paride4331
Hi stir,
I reproduce your files, gradient map does not work properly as in SA.
I will ask developers to fix this issue.
Thanks for your help.
Regards
Paride