OctaneRender® for 3ds max® v4.02.1 - 6.15

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paride4331
Octane Guru
Posts: 3808
Joined: Fri Sep 18, 2015 7:19 am

coilbook wrote:it looks like visibility is not working properly. When set to 0 glowing objects still emit light and can be seen in reflections
Hi coilbook,
Regards
Paride
Attachments
15.jpg
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

paride4331 wrote:
coilbook wrote:it looks like visibility is not working properly. When set to 0 glowing objects still emit light and can be seen in reflections
Hi coilbook,
Regards
Paride
Hi Paride,
it's not the same. We have this lightnings hidden by setting visibility to 0 and then we animate them to 1 so they will appear. If we uncheck this option then when lightnings appear we will see no light in reflections. \
Then only option for now is to uncheck renderable> render so many frame> recheck renderable>continue rendering.

There is a bug with octane. There should be no light when visibility is set to 0.

Also when alpha shadows are OFF and visibility is set to 0 mesh still casts shadows. Why cannot otoy make 0 visibility same as nonrenderable?
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paride4331
Octane Guru
Posts: 3808
Joined: Fri Sep 18, 2015 7:19 am

coilbook wrote:
paride4331 wrote:
coilbook wrote:it looks like visibility is not working properly. When set to 0 glowing objects still emit light and can be seen in reflections
Hi coilbook,
Regards
Paride
Hi Paride,
it's not the same. We have this lightnings hidden by setting visibility to 0 and then we animate them to 1 so they will appear. If we uncheck this option then when lightnings appear we will see no light in reflections. \
Then only option for now is to uncheck renderable> render so many frame> recheck renderable>continue rendering.

There is a bug with octane. There should be no light when visibility is set to 0.

Also when alpha shadows are OFF and visibility is set to 0 mesh still casts shadows. Why cannot otoy make 0 visibility same as nonrenderable?
Hi coilbook,
would you lighting not visible, not reflection but emitting or not emitting?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Hi coilbook,
would you lighting not visible, not reflection but emitting or not emitting?
Regards
Paride[/quote]

Hi Paride,
would be nice if visibility is set to 0 glowing mesh would just disappear and won't be visible in any reflections, etc. basically become nonrenderable. But right now when visibility is set to 0 mesh even casts shadows with alpha shadows set to 0
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paride4331
Octane Guru
Posts: 3808
Joined: Fri Sep 18, 2015 7:19 am

coilbook wrote:Hi coilbook,
would you lighting not visible, not reflection but emitting or not emitting?
Regards
Paride
Hi Paride,
would be nice if visibility is set to 0 glowing mesh would just disappear and won't be visible in any reflections, etc. basically become nonrenderable. But right now when visibility is set to 0 mesh even casts shadows with alpha shadows set to 0[/quote]

Hi coilbook,
try using a mixmaterial with two emitters animating the amount.
Regards
Paride
Attachments
test.rar
(80.27 KiB) Downloaded 200 times
anim.mp4
(88.32 KiB) Downloaded 3190 times
anim.jpg
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

paride4331 wrote:
coilbook wrote:Hi coilbook,
would you lighting not visible, not reflection but emitting or not emitting?
Regards
Paride
Hi Paride,
would be nice if visibility is set to 0 glowing mesh would just disappear and won't be visible in any reflections, etc. basically become nonrenderable. But right now when visibility is set to 0 mesh even casts shadows with alpha shadows set to 0
Hi coilbook,
try using a mixmaterial with two emitters animating the amount.
Regards
Paride[/quote]


Thanks, but it won't work with multi-subobject. Could you tell otoy to look into it?
User avatar
paride4331
Octane Guru
Posts: 3808
Joined: Fri Sep 18, 2015 7:19 am

coilbook wrote:
paride4331 wrote:
coilbook wrote:Hi coilbook,
would you lighting not visible, not reflection but emitting or not emitting?
Regards
Paride
Hi Paride,
would be nice if visibility is set to 0 glowing mesh would just disappear and won't be visible in any reflections, etc. basically become nonrenderable. But right now when visibility is set to 0 mesh even casts shadows with alpha shadows set to 0
Hi coilbook,
try using a mixmaterial with two emitters animating the amount.
Regards
Paride

Thanks, but it won't work with multi-subobject. Could you tell otoy to look into it?[/quote]

Hi coilbook,
it does'n depends on 3dsMax Octane developers, this feature is not in SDK.
Regards
Paride.
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

You guys said before Update anim geometry should be uncheck for faster eval and only movable proxies will be updated. Well they are not updated and are stationary.
senorpablo
Licensed Customer
Posts: 163
Joined: Sun Jun 28, 2015 2:52 am

Object properties such as visibility and cast shadows don't work for particle flow objects.
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perro_abombao
Licensed Customer
Posts: 89
Joined: Sun Jun 03, 2012 1:00 am
Location: Caracas, Venezuela.

Hi ...I have problems with infinite plane support...an old version file crahes 3ds max, when I try to use it...and native tool in this version doesn´t work...(modifier octane geometry properties)
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