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Re: Post here Octane for Max bugs and wish list

Posted: Fri May 04, 2012 1:03 pm
by JJTTBB
A small wish... just add to the supported materials, all the revit materials because starting from MAX2013 we can use Revit files directly, no need to export to dwg or fbx.

Re: Post here Octane for Max bugs and wish list

Posted: Fri May 04, 2012 2:47 pm
by glimpse
Photographic WHITE BALANCE, based on temperature (in K).

Love then post procesing profiles, but majority of the, are barelly usefull..
I'd love to see a simple temp. slider & tint (color filter) - it's more flexible.

Re: Post here Octane for Max bugs and wish list

Posted: Sat May 05, 2012 9:56 pm
by gabrielefx
just updated

Re: Post here Octane for Max bugs and wish list

Posted: Tue May 08, 2012 11:41 am
by dawe
I don´t know if this is a bug or if it´s supposed to be like this, but The 32 bit float image gets flattened if you dont use an octane camera eg. perspective view or max camera. Took me a day to find why it works some times and some times not.

Re: Post here Octane for Max bugs and wish list

Posted: Tue May 08, 2012 6:48 pm
by rodrigotrovao
wishlist:
work with standard materials procedurals
work with mr materials
online octane materials in max
(or if the one above couldnt show up, at least a pack with some materials template like wood, stone, whatever)
active shade octane viewport
hair support
fumefx support (this last one is insane but im giving a try.. hehe)

thanks a lot guys

Re: Post here Octane for Max bugs and wish list

Posted: Tue May 08, 2012 10:25 pm
by gueoct
rodrigotrovao wrote:wishlist:

online octane materials in max
(or if the one above couldnt show up, at least a pack with some materials template like wood, stone, whatever)
Yes, Pleeeeease!!!!

Re: Post here Octane for Max bugs and wish list

Posted: Wed May 09, 2012 8:16 am
by gabrielefx
rodrigotrovao wrote:wishlist:
work with standard materials procedurals
work with mr materials
online octane materials in max
(or if the one above couldnt show up, at least a pack with some materials template like wood, stone, whatever)
active shade octane viewport
hair support
fumefx support (this last one is insane but im giving a try.. hehe)

thanks a lot guys
Octane for Max translates already max standard and arch & design mats. Impossible to translate all the MR variations.

For the libs pick an Evermotion vray scene, convert all mats and save your library.

Hair will be supported when Octane will render instances

Octane for Max framebuffer is more powerful than Activeshade.

Re: Post here Octane for Max bugs and wish list

Posted: Wed May 09, 2012 8:50 am
by gabrielefx
dawe wrote:I don´t know if this is a bug or if it´s supposed to be like this, but The 32 bit float image gets flattened if you dont use an octane camera eg. perspective view or max camera. Took me a day to find why it works some times and some times not.
If you save a tonemapped image it will be saved at 8bit

If you save a un-tonedmapped image it will be saved at 32bit (exr)

Re: Post here Octane for Max bugs and wish list

Posted: Wed May 09, 2012 9:02 am
by dawe
gabrielefx wrote:
dawe wrote:I don´t know if this is a bug or if it´s supposed to be like this, but The 32 bit float image gets flattened if you dont use an octane camera eg. perspective view or max camera. Took me a day to find why it works some times and some times not.
If you save a tonemapped image it will be saved at 8bit

If you save a un-tonedmapped image it will be saved at 32bit (exr)
Thank you!

Re: Post here Octane for Max bugs and wish list

Posted: Tue May 15, 2012 4:03 am
by buggy
I'm finding that the scenes I set up in the standalone app are much more attractive than what I am able to create in Max. I realize that I have my limitations, but the ease with which one can create a great looking scene in the standalone is so much more than in Max. Having the material library helps a lot, limited as it is, but I also can't seem to recreate the lighting in max.

Because of this, it would be great if one could export a Max scene to the standalone, set up materials and lighting, etc. and then export all the settings and materials back into Max for faster animation renders.