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Re: OctaneRender® for 3ds max® v3.04.3 - 4.26 [TEST]

Posted: Mon Dec 26, 2016 4:20 pm
by merid888
thank you for comment ramon163, but i been insert the proxy by the option proxy in the control panel of 3ds max
select the option and just find the proxy select it and the result is the same, none material applied
if i want see the objet i need import/merge and the object appears as is with everything and materials
please help me, maybe i don't do a step correct to convert objects to proxy and later use the option proxy in the control panel

thank you octanerender team
regards

Re: OctaneRender® for 3ds max® v3.04.3 - 4.26 [TEST]

Posted: Tue Dec 27, 2016 9:41 am
by paride4331
Hi merid888,
Verified your issue, I will send the request to the developers.
In the meantime, a workaround is to create a Octaneproxy by an object and place it automatically in the scene (replace original option).
Then save your scene and use import merge when you need the proxy.
Regards
Paride

Re: OctaneRender® for 3ds max® v3.04.3 - 4.26 [TEST]

Posted: Tue Dec 27, 2016 5:40 pm
by Elvissuperstar007
shift button the render region
viewtopic.php?f=82&t=55738
I know this is a lot of hassle, but it's the most uncomfortable decision of the past developer, we constantly lose the render by pressing the wrong button
these two buttons are very similar

sorry for bad English

Re: OctaneRender® for 3ds max® v3.04.3 - 4.26 [TEST]

Posted: Tue Dec 27, 2016 5:47 pm
by Elvissuperstar007
I think this feature should be enabled by default, users do not know that if you enable the alpha channel should be included and the checkbox for smoothing

Re: OctaneRender® for 3ds max® v3.04.3 - 4.26 [TEST]

Posted: Tue Dec 27, 2016 5:54 pm
by Elvissuperstar007
this should be the default! new Users don't know how to include interactivity, I write to you as a group admin Octane Render where 6,500 people! And not the sport that's a fact!
when converting objects with Vray in octane , it should start automatically, other integrations done right

Re: OctaneRender® for 3ds max® v3.04.3 - 4.26 [TEST]

Posted: Tue Dec 27, 2016 6:09 pm
by Elvissuperstar007
cliping ))) this function should work 5 years ago!!! Apparently you have your own views on comfort ))

Re: OctaneRender® for 3ds max® v3.04.3 - 4.26 [TEST]

Posted: Tue Dec 27, 2016 6:40 pm
by Goldisart
the comfort we can only dream ..... Octan render for 3Dmax never sought simple solutions ... his credo is a solid Supplement and appendices

Re: OctaneRender® for 3ds max® v3.04.3 - 4.26 [TEST]

Posted: Tue Dec 27, 2016 7:46 pm
by Elvissuperstar007
Goldisart wrote:the comfort we can only dream ..... Octan render for 3Dmax never sought simple solutions ... his credo is a solid Supplement and appendices
)))) it is necessary to learn how to create integration as programmers (Cinema 4D, Lightwave 3D, Luxology Modo) I understand that new programmers are not to blame, but they had the fate to take the crude product

Re: OctaneRender® for 3ds max® v3.04.3 - 4.26 [TEST]

Posted: Wed Dec 28, 2016 8:27 am
by paride4331
@Elvissuperstar007
clipping

Re: OctaneRender® for 3ds max® v3.04.3 - 4.26 [TEST]

Posted: Wed Dec 28, 2016 8:51 am
by Goldisart
once you add the checkbox to remove the camera settings and use the main trouble I just only use octane camera

you constantly throw us scraps .... that unfinished .... !!!!!!!!

a lot of work takes place outside render only in viewport

///////////////
Please make the camera that she was equivalent to a standard physical and I'm never going to use the physical camera 3Dmax
2016-12-28_11-49-50.jpg
I'm just saying that it makes no sense to think your cameras need to be implemented in the standard features 3Dmax .... Vray took down my camera and stop using it in later versions but since it has a bunch of additions and appendices I am sure that a transition like this can't happen... good LUCK to YOU PROGRAMMERS, we BELIEVE in YOU !!! So we wait for your perfect camera