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Re: Floorgenerator workflow

Posted: Mon Dec 07, 2020 12:53 pm
by Rik
To be honest, I kind of regret choosing to go with Octane all those years ago.
The )toy management seems to think all artists need to make fluffy bunnies out of clouds.

I can't believe there's still no procedural textures to create something as common as a brick wall. Surely this should have been done first?

I still remember the shitstorm when release 3 came out when all the materials got bust but it was OK because we were told the new engine could do everything so suck it up.

Yet still no multitextures, still no bercon maps, still no OSL library with instructions...

Re: Floorgenerator workflow

Posted: Tue Dec 08, 2020 9:03 am
by whersmy
paride4331 wrote:
whersmy wrote:Hi Paride,

Isn`t in MAX possible to generate a .csv and load that into Octane standalone through LUA? I thought Blender already had something similar.

That way Standalone becomes so much more integratable into pipelines as Floorgen is so widely used :arrow:
Hi whersmy,
At this time as far as I know floorgenerator doesn't support export data via .csv.
Basically the matter is that, until now, we don't have a multitexture node collecting files from a folder that works compatible with floor generators and similar programs. A good news is that we should have it in the near future. I have always been convinced that 3dsMAx Octane must bring attention to the world of architecture and design, implementing compatibility with important tools commonly used by professionals in the daily workflow such as floorgenerator or map nodes such as multitextures etc. and the tools ecosystem around 3dsmax. New material converter tool is a clear signal in this direction. New SDK should open a door in this direction. Every generalist 3d software has its own attitude that we all know; in this case, we know that 3dsmax is massively used by architects, product designers, interior designers etc. I am sure that by pushing Octane to take it into account, it can become a leader in the new generation archiviz render engine.
Once I tried Octane, I was no longer able waiting for my render standing in front of the screen looking at small squares appeared gradually. Merging the design phase with the render phase changes the workflow overnight.
Regards
Paris
thanks Paride! 8-)

Fully agree. To what extent can we users help develop this? Is there a way to do this in standalone with OSL? in 3dsmax the floorgen actually creates geometry and assigns a multitex node to all individual tiles. In octane standalone we can actually create a plane -> meaning, that with the right script we could be able to scatter that plane like a floor along with the set of textures maybe?

best

Re: Floorgenerator workflow

Posted: Sun Dec 13, 2020 10:14 pm
by Kalua
Rik wrote:To be honest, I kind of regret choosing to go with Octane all those years ago.
The )toy management seems to think all artists need to make fluffy bunnies out of clouds.

I can't believe there's still no procedural textures to create something as common as a brick wall. Surely this should have been done first?

I still remember the shitstorm when release 3 came out when all the materials got bust but it was OK because we were told the new engine could do everything so suck it up.

Yet still no multitextures, still no bercon maps, still no OSL library with instructions...
I have created two feature requests considering these fallbacks:

https://render.otoy.com/requests/?qa=59 ... low-3dsmax

https://render.otoy.com/requests/?qa=59 ... aders-were

I am not sure Otoy realizes how much 3DS Max's Archviz artists relies on these features for their everyday jobs...

Re: Floorgenerator workflow

Posted: Mon Dec 14, 2020 4:27 pm
by paride4331
Kalua wrote:
Rik wrote:To be honest, I kind of regret choosing to go with Octane all those years ago.
The )toy management seems to think all artists need to make fluffy bunnies out of clouds.

I can't believe there's still no procedural textures to create something as common as a brick wall. Surely this should have been done first?

I still remember the shitstorm when release 3 came out when all the materials got bust but it was OK because we were told the new engine could do everything so suck it up.

Yet still no multitextures, still no bercon maps, still no OSL library with instructions...
I have created two feature requests considering these fallbacks:

https://render.otoy.com/requests/?qa=59 ... low-3dsmax

https://render.otoy.com/requests/?qa=59 ... aders-were

I am not sure Otoy realizes how much 3DS Max's Archviz artists relies on these features for their everyday jobs...
Hi Kalua,
bearcon noise works fine putting it in RGB image node > standard node
Regards
Paride

Re: Floorgenerator workflow

Posted: Tue Dec 15, 2020 8:20 am
by samsue
Rik wrote:To be honest, I kind of regret choosing to go with Octane all those years ago.
The )toy management seems to think all artists need to make fluffy bunnies out of clouds.

I can't believe there's still no procedural textures to create something as common as a brick wall. Surely this should have been done first?

I still remember the shitstorm when release 3 came out when all the materials got bust but it was OK because we were told the new engine could do everything so suck it up.

Yet still no multitextures, still no bercon maps, still no OSL library with instructions...

Who needs it when you have Brigade and Hydra :D

Re: Floorgenerator workflow

Posted: Wed Dec 16, 2020 7:30 pm
by samsue
Curiosity. I was reading some stuff about CGI from the year 2013 and Vray already had Multi Sub Texture :|

Re: Floorgenerator workflow

Posted: Wed Dec 16, 2020 8:12 pm
by Rik
Ah, but did they have bunnies made from smoke? :lol: :lol: :lol:

Re: Floorgenerator workflow

Posted: Thu Dec 17, 2020 7:24 am
by whersmy
I wonder why it`s so hard to implemenent. Maybe other things were on the list first? :(

Re: Floorgenerator workflow

Posted: Thu Dec 17, 2020 8:08 am
by Rik
Maybe. Though I was under the impression that the big changes for release 3 (which knackered previous materials) were so that everything from then on would be simple to implement.

Re: Floorgenerator workflow

Posted: Thu Dec 17, 2020 2:42 pm
by paride4331
Hi guys,
I'm not a developer, be patient, I've not technical answers. The question can be simplified this way: all plugins work using the same standalone Octane SDK.
Every developer has to adapt the SDK to the host 3D software and sometimes this is very difficult. In our case, 3dsMax which often lives on external plugins or third party components, then sometimes it's really hard match Octane SDK to them. If 3dsMax had an internal multitexture node, this issue would probably have been solved some time ago. In this situation it would be decisive if Octane SDK had a multitexture node. This is very important for 3dsMax users, but it is not said for other Octane plugins too. If Octane SDK had all plgugins features needed, Octane it would be extremely complicated and slow. Therefore the developers need to find a ways that can satisfy everyone with a single solution. In this regard, an example is OSL. But the OSL in Octane SDK doesn't solve everything 360 degrees. Another example, a new feature that should resolve many issues will be the introduction of Integrated multi-scatter tools.
You may wonder why there is no Octane SDK for every plugins, the answer is that in this way it would not be possible sharing between working platforms. Orbx evolution opens up space for sharing libraries, projects, materials and it would not be possible to develop multi platform systems like RNDR.
Regards
Paride