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Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Mon May 01, 2017 8:26 pm
by paride4331
Hi mikinik,
You are using the environment node incorrectly.
That way, you're bypassing the importance_sample parameter.
So hdri generates noise in your render.
Attached the correct environment node.
Regards
Paride
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Tue May 02, 2017 11:05 am
by acc24ex
- damn - the HDRI I was using it wrongly all of this time, I read it once to use the spherical thing and kept on usingi it - I guess I'll get faster renders now .. so thanks
BTW Is shadow catcher supposed to be used like this, the left one was catcher, and I want to have the shadows as on the right
- I wanna keep the shadows I get on the lighter render and keep the alpha - shadow catcher doesn't seem to affect the render with the lighting - or it does?
- is there a workaround so I don't have to do another render
- also if there is another plane behind this with Visible to cam turned on so it's invisible - the alpha in the specular then doesn't work as it shows the thing behind it.. - I'm guessing that's the limit?
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Tue May 02, 2017 3:40 pm
by paride4331
Hi acc24ex,
I think you could fix it in post production, using your alpha shadow and a render object using layer render.
Regards
Paride
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Wed May 03, 2017 8:47 am
by voltaire585
Paride , With regard to this issue: "Any fixes on the problem when local materials wont convert if any xrefs are on.? Looking for to using the new Noise Removal in a stable version. "
The problem is that i cannot disable xrefs in the master file without breaking local materials as the local materials get broken on load. If could keep turning convert on and off but thats going to get annoying fast. The problem is only to do with LOCAL materials in files that have xref scenes loading into them. im happy to open the xrefs up one at a time and convert, no problem there.
Max 2014, Win7, OctaneRender® for 3ds max® v3.06 - 4.33
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Wed May 03, 2017 9:05 am
by acc24ex
paride4331 wrote:Hi acc24ex,
I think you could fix it in post production, using your alpha shadow and a render object using layer render.
Regards
Paride
thanks for the answer
I did manage to get something with it, but couldn't work out how to get the shadows on the ground with alpha transparency - through the shadow catcher
- shadows were different when shadow catcher was activated - is it suppose to behave like that ..
- it was like there wasn't any background - shadow catcher material behaves as transparent alpha?
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Wed May 03, 2017 9:27 am
by paride4331
Hi voltaire585,
I do not understand how you can have xref scenes materials in your master file.
Could you kindly share (in pm if you prefer) a .max archive scene with xref, to test your issue?
Regards
Paride
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Wed May 03, 2017 9:53 am
by acc24ex
The "Use production resolution" checkbox, works first time you change the res, and it doesn't work when I change production resolution while rendering - anyone else?
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Wed May 03, 2017 9:54 am
by paride4331
Hi acc24ex,
Materials with shadow catcher capture shadows cast, is not a real material.
It allows to have shadows with alpha for compositing.
https://docs.otoy.com/manuals/products/ ... w-catcher/
Alternatively you could use shadow pass
Regards
Paride
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Wed May 03, 2017 2:15 pm
by mikinik
paride4331, ок, thanks. What about vdb files?
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Wed May 03, 2017 3:19 pm
by acc24ex
..how do you "work" the shadow pass - I'm not getting anything