hi jimstar
i been used into 3ds max 2009 the 1.73 version and works fine
do you will have the version to export into 3ds max 2011 x 64 ?
thank you for nice plugin
congratulations
UNOFFICIAL plugin for 3ds Max 2010+
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Yes, it works in this version, my wife works with it in 2011 x64 and in 2012 x64.merid888 wrote:do you will have the version to export into 3ds max 2011 x 64 ?
If you encouter bugs - just post it here with all details (describe what you do and what you get), I'll fix it.

- tehfailsafe
- Posts: 229
- Joined: Sun Nov 07, 2010 9:27 pm
Couple questions that are getting stuck for me.
Can I disable the feature to use multiple OCS files? In earlier versions I would setup an animation using "full render" at 0 to 0. Then I want to render a frame later in the animation to show the client, say frame 100, so I set to 100 - 100, but it creates a new .ocs file for that, which I can see the use for but in my case I just want to render frame 100. If I try to hit "render still" all the work I did on frame 0 animation ocs is gone as well.
Scale... Every time I export it sets scale to 0.0025 and everything is completely off. I have octane set to Meters > Meters and have manually exported as 1 in Max, but the script always pops up the dialog and reset it. I think you're trying to auto convert the scale for me so it's correct, which I would be thrilled with, but it simply gives me very wrong results in octane ( like the object is TINY and far far far away ). If I set the obj export back to 1, it looks perfect. So what gives? My system units are inches and my display units are generic units.
GREAT work btw. I love this thing. I can setup a large animation sequence, wait 20 mins for the objs to cache, then continue working on other projects or video games while octane GPU goes in the background. I can even CPU render with Vray for render passes like velocity and mattes while octane is working out the beauty frames, and STILL play WoW...
Can I disable the feature to use multiple OCS files? In earlier versions I would setup an animation using "full render" at 0 to 0. Then I want to render a frame later in the animation to show the client, say frame 100, so I set to 100 - 100, but it creates a new .ocs file for that, which I can see the use for but in my case I just want to render frame 100. If I try to hit "render still" all the work I did on frame 0 animation ocs is gone as well.
Scale... Every time I export it sets scale to 0.0025 and everything is completely off. I have octane set to Meters > Meters and have manually exported as 1 in Max, but the script always pops up the dialog and reset it. I think you're trying to auto convert the scale for me so it's correct, which I would be thrilled with, but it simply gives me very wrong results in octane ( like the object is TINY and far far far away ). If I set the obj export back to 1, it looks perfect. So what gives? My system units are inches and my display units are generic units.
GREAT work btw. I love this thing. I can setup a large animation sequence, wait 20 mins for the objs to cache, then continue working on other projects or video games while octane GPU goes in the background. I can even CPU render with Vray for render passes like velocity and mattes while octane is working out the beauty frames, and STILL play WoW...
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
About I try to hit "render still": please read description and some posts of this thread - we have already talked about the fact that animation and still render mechanizms are DISTINCT, not bound things in this plugin, and there is the reason for that behavior. If you want to render animation - you must use animation rollout, not still.tehfailsafe wrote:Couple questions that are getting stuck for me.
Can I disable the feature to use multiple OCS files? In earlier versions I would setup an animation using "full render" at 0 to 0. Then I want to render a frame later in the animation to show the client, say frame 100, so I set to 100 - 100, but it creates a new .ocs file for that, which I can see the use for but in my case I just want to render frame 100. If I try to hit "render still" all the work I did on frame 0 animation ocs is gone as well.
About "multiple OCS":
It is perhaps not very obviously, so I'll try to explain. After questions in this thread I added the feature to animation mechanizm to have DISTINCT render projects for some frames of animation (it is in description of 1.60 version changes in caption of thread). That is useful if you want e.g. to make a material animation etc... And to not propagate a lot of additional checkboxes in preferences, I made the logic as such:
- If you start render animation not from first frame and "Not edit frames" is choosen, then the .ocs of the firstmost frame is used, but only if own .ocs of rendered frames does not exist. So, in your case you need to choose this case (but don't forget to delete accidentally created "*_00000*.ocs" files).
- If you start render animation not from first frame and "Not edit frames" is choosen and own .ocs of rendered frames does exist, then these .ocs files are used for corresponding frames.
- If you start render animation not from first frame and "Edit first frame" is choosen and own .ocs of first rendered frame does not exist, then this own .ocs for first rendered frame is created.
- If you start render animation not from first frame and "Edit all frames" is choosen and own .ocs of all rendered frames does not exist, then these own .ocs for all rendered frames are created.
If system units choosen in Max are "inches", then plugin automatically sets export scale to 0.0254 to make them "meters" in Octane.tehfailsafe wrote:Scale... Every time I export it sets scale to 0.0025 and everything is completely off. I have octane set to Meters > Meters and have manually exported as 1 in Max, but the script always pops up the dialog and reset it. I think you're trying to auto convert the scale for me so it's correct, which I would be thrilled with, but it simply gives me very wrong results in octane ( like the object is TINY and far far far away ). If I set the obj export back to 1, it looks perfect. So what gives? My system units are inches and my display units are generic units.
- tehfailsafe
- Posts: 229
- Joined: Sun Nov 07, 2010 9:27 pm
Thanks, so I just have to remove "edit frame" option, perfect. I was alternatively using the "skip frames" option to render first frame, hit quit octane, then it would skip to the frame I wanted to single render ( the end ).
Any idea?
If that works correctly why do I have to change it back to 1 in the export obj settings for Octane to read it properly? If I accept the change to 0.0254 the objects is very very wrong, far away and very small. In octane my import settings are Meters>Meters...JimStar wrote:If system units choosen in Max are "inches", then plugin automatically sets export scale to 0.0254 to make them "meters" in Octane.
Any idea?
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
What units have you set as system units of Max?tehfailsafe wrote:If that works correctly why do I have to change it back to 1 in the export obj settings for Octane to read it properly? If I accept the change to 0.0254 the objects is very very wrong, far away and very small. In octane my import settings are Meters>Meters...
Any idea?
- tehfailsafe
- Posts: 229
- Joined: Sun Nov 07, 2010 9:27 pm
As I said, SYSTEM units are inches. Display units are Generic Units.
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
In max 2012 I have to change the scene path everytime I reopen 3dmax to get the dropdown field with my full list of scenes to choose from.
Would be great if it saves the path like it does for the renderer path.
Would be great if it saves the path like it does for the renderer path.
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
It saves.mbetke wrote:In max 2012 I have to change the scene path everytime I reopen 3dmax to get the dropdown field with my full list of scenes to choose from.
Would be great if it saves the path like it does for the renderer path.

Read please a caption of this thread. It saves ONLY if that path resides in current Max project's path. It is intentionally made to automate process of creating and opening render projects - you just open Max project (already existent or create new one), open MaxOctaner, and press "Render"... And plugin don't have to store ALL paths for EVERY project were opened (there may be thousands of these some time later) - it just assumes that it resides in project's path.
If your path is in current Max project path and is not saved - then it is strange, write here please if it is the case.
Ah okay. Thanks. I overread it.
I ususally have my Octane project files in the /scenes folder in the Octane folders.
For projects I make folders with all stuff in. For each client one folder. So I keep the overview. I dont work with the max scene folders usually.

I ususally have my Octane project files in the /scenes folder in the Octane folders.
For projects I make folders with all stuff in. For each client one folder. So I keep the overview. I dont work with the max scene folders usually.
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2