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Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Sat May 29, 2010 7:55 pm
by bazuka
@kilaD

check the the line 481 ;) and u will see

about the anim render, this is how i did in maya,

when u run anim render, script checks if there is a image.png file in the image output dir if not then holds and shows the progress window,

so soon as the image file shows up scripts continues to next frame

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Mon May 31, 2010 9:42 am
by Elvissuperstar007
Hello shorter plagnin does not work in video, animation, rendering is not working, and I have an idea which would be the most best solution, in short collection of textures, export textures to work on the principle of the Archives, we choose a folder where to store textures and the exporter must assemble them there while changing the size, at the moment it is difficult to export the texture

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Mon May 31, 2010 10:09 am
by face
The export from textures, respectively the location where the textures are, should make the buildin obj export from max.
Maybe he has a option to copy the textures to the location where the obj is saved.

face

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Mon May 31, 2010 2:14 pm
by kubo
there is a resource collector inside max, before export go to utilities and select the resource collector, point to the folder where you'll place the obj file. At export (either manually or with the plugin control+LMB) in the export options under "map export" uncheck "use map path", finish exporting, and the mlt file will point to the textures in the same path as it's stored.

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Mon May 31, 2010 6:07 pm
by ringas
Hi everyone,

I am new here so bear with me...

I have successfully installed Octane in a directory without any spaces, and it runs just fine.

Now, I am using Max 2008, so I have downloaded the gw Obj IO pack and installed it fine, I have even moved the old obj plugins where Max can't find them, and it works.

When using the Max2Octane script to render a still, it starts exporting, it launches Octane and then the latter hangs. When I try to load the obj manually in Octane it also hangs.

Using the resident obj exporter, loading the obj manually in Octane works just fine, but I can't use the script without the gw pack.

Any ideas?

Tassos Ringas

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Tue Jun 01, 2010 10:23 am
by kubo
ringas if 3d max exporter works fine so it should the plugin's cause it's the same it uses, actually it's a front end with all the features you need fine tuned and a "traslator" for octane's flags. The plugin has a nice feature (ty kilad) to do it "half manually", launch the script, setup everything and while pressing control click with left mouse button on the render option, that will launch the exporter, check first the default presets is set to <none> (I had quite some trouble about it till kilad point it out) then check the rest of options, continue with the exporting and see if octane loads it correctly.

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Tue Jun 01, 2010 8:11 pm
by ringas
Thanks kubo, it worked!!!

It seems the problem was that the scale was set to 0.0. When I changed it to 1.0 it run smoothly.

Tassos Ringas

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Tue Jun 01, 2010 10:46 pm
by kilaD
bazuka wrote:@kilaD

check the the line 481 ;) and u will see

about the anim render, this is how i did in maya,

when u run anim render, script checks if there is a image.png file in the image output dir if not then holds and shows the progress window,

so soon as the image file shows up scripts continues to next frame
Ah the quotes! Good one, i will upload the updated 2008script after some tests!

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Wed Jun 02, 2010 10:39 am
by Elvissuperstar007
hello! with materialamy still hard to work with exporting some artifacts.
poor export units, in my 3ds max units meters! in octane meters too, but exported with artifacts from models (a lot of bands), I changed the octane in centimeters and all the rules become, but the scale is increased! does not preserve the location of textures on the model (for example, I created in 3ds max stone tuned texture, the texture itself is created by scanning in Zbrush in 3ds max everything was normal, and in octane did not receive it put in place


And finally make normal automatic conversion materials in octane, a texture not possible! to constantly scan .........))) do not know to smile or cry, but neither a designer or architect will not do sweep, he does not know how, and takes a lot of time yesterday I textured a small summerhouse 4:00 a long time! this should leave only 5-10 Minutes, and with these constant texture format is not supported .. it pipets

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Wed Jun 02, 2010 2:35 pm
Hi all... it seams that I have exact problem like N1K..

I've setted my scene, in max2octane I've set it all like this, and here is the error

Image

so after I pressed Render, I've set my scene the way I like, and saved it, I than imported it with "use existing project", and pressed render animation

first I got that cmd window... than it entered octane and I got the "not useable" error, and 100 times like that (my animation had 100 frames)

but once I forgot to click use existing project after I set my octane the way I want it...

than it started to open 100 octanes with cmd window and they all started to render, but the weird thing is that all materials and hdri maps were in octane like I adjusted them, only the aperature for DOF was high and blurry, and I do not want that, than I had to restart...

is this a bug or?

Thank you

Vjekoslav Kiralj