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Re: MAX2Octane exporter for max 2010+
Posted: Thu Dec 16, 2010 10:18 pm
by garmire
The main problem is that I have 2.5 million polys... everytime I load the OBJ file from MAX, it takes 5 minutes... everytime I render, it takes 10 seconds.
Ideally I could have the path inside of Octane (because you really do not need to reload the object or revoxelize the scene)... ideally I could have a particular path through the object or at least a way to script out the camera so that I can change the camera position/angle, save a frame, update camera position/angle, save another frame... thereby creating a nice movie of my scene without taking a week of rendering.
Re: MAX2Octane exporter for max 2010+
Posted: Thu Dec 16, 2010 11:24 pm
by face
Camera/Mesh pathes inside Octane aren“t currently supported.
Maybe with collada or rib...
Textured polys with that count, should not takes more than 3min ex/import.
Untextured around 2min...
face
Re: MAX2Octane exporter for max 2010+
Posted: Fri Dec 17, 2010 5:28 am
by garmire
You are right, it takes 3 minutes (180 seconds).... compared to a 10 second render time... I have 2K frames to render... if I can render entirely in octanerender with a precise path assigned: 5.5 hrs... if I render going back and forth as it currently is: 4.17 days...
Re: MAX2Octane exporter for max 2010+
Posted: Fri Jan 28, 2011 1:21 pm
by Elvissuperstar007
Re: MAX2Octane exporter for max 2010+
Posted: Mon Jan 31, 2011 10:53 am
by e3di
Hi
Can someone tell me/guide me to the last plugin for Max please. I have searched and am totally lost! Is it 1.022f ? When I try and export anything I just get a blank screen in Octane so I guessing somewhere there is a newer release.
Thanks a lot.
Re: MAX2Octane exporter for max 2010+
Posted: Sat Feb 05, 2011 12:04 pm
by Cronicash
When i set a new project name in the exporter it runs fine but obviously with default materials. But when i go to use an existing project (an earlier exported .obj) and hit render i get this...

I have done many successful animations using older versions of this plugin before.. whats the go?
Whats more weird is that i can just click "okay" on the automation error, click the mesh node in octane and it will render....
tried both f and g of this plugin and last two previous versions of octane with the same result...
Sorry, probably an easy fix but i cant seem to find the solution...
(using 3ds 2010)
Re: MAX2Octane exporter for max 2010+
Posted: Mon Feb 07, 2011 7:15 pm
by seujose
Hello, everyone.
I researched a lot and not found a way to export layers to obj files.
Is it possible? Is there another way to separate layered objects in obj files?
Currently the objects are separated by material, right?
Thanks
Re: MAX2Octane exporter for max 2010+
Posted: Tue Feb 22, 2011 8:18 pm
by kilaD
afaik materials is the way to seperate objects.
You could give each object a unique material quickly like this:
for i in geometry do i.material=(standardmaterial name:("Mat_"+i.name) diffusecolor:(random black white))
press F11 to open the listener, paste it in there and evaluate it by pressing CTRL+E
Re: MAX2Octane exporter for max 2010+
Posted: Thu Mar 03, 2011 10:13 pm
by Elvissuperstar007
do not get to run the script
Re: MAX2Octane exporter for max 2010+
Posted: Wed Apr 06, 2011 5:31 am
by kilaD
1.022g should be h. Try to replace the g with a h and save the macro.