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Re: MAX2Octane exporter for max 2010+

Posted: Wed May 25, 2011 10:53 am
by kivig
Max 11 win64 crashes if trying to export scene containing object with material that has Ambient/Reflection Occlusion map assigned to it's Self Illumination.

Re: MAX2Octane exporter for max 2010+

Posted: Thu May 26, 2011 6:22 pm
by kivig
Also if Octane crashes while loading - max freezes until forced quit.

Re: MAX2Octane exporter for max 2010+

Posted: Sat Jun 25, 2011 3:55 am
by kilaD
Just kill the cmd.process in the taskmanager instead of quitting max

Re: MAX2Octane exporter for max 2010+

Posted: Sun Jul 10, 2011 2:22 pm
by ttaberna
Hi
I am having issues with the uv exporting in max 2012.
When the scene is a little complicated it corrupts all the uvs.
Anyone with the same issue? this is not happenning in 2011 BTW.
Cheers

Re: MAX2Octane exporter for max 2010+

Posted: Wed Jul 20, 2011 11:49 am
by 201010
"There was an error parsing the command-line arguments: Couldn't find match for argument"

Error when rendering animation in 3ds Max 2011 32bit on Win7 x 64 using Max2octane_1.022h. Result is Octane closes and Max freezes. I've previously noticed an error when saving projects in the path c:/users/user name/desktop/projectFolder (i.e. project folder, new project etc.) the Max script does not appear to be able to accept spaces in path names. The form c:/projectFolder works fine.

The same seems to apply with renders. c:/users/user name/desktop/renderFolder will throw up the above error and kill Max stone dead; c:/renderFolder works. Apologies if anyone has noticed this before but I couldn't find a specific mention of it in the forum, hence the post.

However; the process for rendering animations seems to be to launch and close a new instance of Octane for every frame. Is this correct? I'm rendering a fairly large model (2.2M polys) on a GTX 580 and it does take a while (minute or two) to load the model. It would be helpful if this could be changed, it's a bit inconvenient. :P

Re: MAX2Octane exporter for max 2010+

Posted: Wed Jul 20, 2011 12:06 pm
by ttaberna
Still have the issues with uv's!
Any clue please
Thanks

Re: MAX2Octane exporter for max 2010+

Posted: Wed Jul 20, 2011 12:27 pm
by 201010
201010 wrote:"There was an error parsing the command-line arguments: Couldn't find match for argument"

However; the process for rendering animations seems to be to launch and close a new instance of Octane for every frame. Is this correct? I'm rendering a fairly large model (2.2M polys) on a GTX 580 and it does take a while (minute or two) to load the model. It would be helpful if this could be changed, it's a bit inconvenient. :P
Okay, I see this has been discussed elsewhere, apologies. I note that the solution suggested is to use the camera-only export option, which certainly helps, but still results in around 3 minutes per frame elapsed time for 20 seconds rendering time. Some way of fixing camera fly-through's where geometry does not change would be a big step forward.

By end of day please!

Re: MAX2Octane exporter for max 2010+

Posted: Wed Jul 20, 2011 3:41 pm
by face
Thats impossible because Octane support it not for now.
But you can have a look at the power tools. It´s anywhere in the forum...

face

Re: MAX2Octane exporter for max 2010+

Posted: Wed Jul 20, 2011 3:50 pm
by 201010
Well, technically it's only impossible because Octane does not support it for now! ;) But the link to power tools is very helpful - many thanks!

Re: MAX2Octane exporter for max 2010+

Posted: Fri Jul 22, 2011 7:34 am
by Saramary
201010 wrote:I note that the solution suggested is to use the camera-only export option, which certainly helps, but still results in around 3 minutes per frame elapsed time for 20 seconds rendering time.
I think export path to good fast SSD disk (better SLC, not MLC), or even RAM-drive, can improve export speed and Octane scene loading speed. I have SSD in my system and I'll try to compare it a bit later (I bought license a few days ago and have no time at the moment to play with this checking, I must finish current work at first).