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Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
Posted: Thu Dec 29, 2011 6:57 am
by Karba
merid888 wrote:hi karba i have few comments to do
first
in the image directligth is so clear into 3ds max
in the image pathtracing have a lot noise with 100 maxsamples into 3ds max
in the standlone image is pathtracing same scene with same values and the image is clear
question: why happen this ?
the other question is, why i can't reflect 100% in the tiles or another materiales ? looks so poor in reflect
i would like to know if you can give me an answer
thank you for read this post
happy new year 2012
That is the bug with pathtracing/pmc.
I will fix it after christmas holidays.
About reflection - May be you use too small index or your reflection color is too dark...
Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
Posted: Thu Dec 29, 2011 1:43 pm
by merid888
hi, thank you for your words, i add image the index have a value in 0.001 i mean, is the high reflect or i'm wrong becouse when i change the value for color the reflect change too, maybe i don't know use this option inot 3ds max or is the way in the parameters in the options of materials ?
let me know, becouse for me is a little problematic create material into 3ds max and standalone licence i follow the same steps using the parameters and i don't get the same results into 3ds max
regards
another thing mix materials don't work for me, is so black the materials applaying in my objects, any reason ?
Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
Posted: Thu Dec 29, 2011 3:15 pm
by gabrielefx
Hi merid888
if you want to control the reflection in a glossy material you have to use the multiply texture node into the specular slot
Tuning the multiply value without modify the texture you can calibrate well the reflections.
This is valid for bump and roughness too.
With multiply texture node you do fine adjustments.
Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
Posted: Thu Dec 29, 2011 3:39 pm
by gabrielefx
Hi Karba
material editor sphere preview has wrong gamma.
the color selector is ok and match with the render
Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
Posted: Thu Dec 29, 2011 4:09 pm
by merid888
gabrielefx thank you, my slot don't appear the textures in the sphere is normal that or is a bug ?
i'll practice the parameters
Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
Posted: Thu Dec 29, 2011 6:21 pm
by gabrielefx
Malfunction found:
hidden polygons is not supported
Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
Posted: Thu Dec 29, 2011 6:29 pm
by gabrielefx
merid888 wrote:gabrielefx thank you, my slot don't appear the textures in the sphere is normal that or is a bug ?
i'll practice the parameters
the sphere preview support the diffuse color only and the phong simulation of specular effects.
the specular preview is visualized like a transparent sphere.
unfortunately with this sphere preview who hasn't experience with Max can't work with it to create the materials but has to watch only the realtime feedback in the viewport...that is enough.
I loved the Octane standalone preview sphere....
I don't think is possible to have two separate gpu renderings at the same time, one for the preview and one for the framebuffer.
Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
Posted: Thu Dec 29, 2011 6:35 pm
by face
It should be work to have a shaderball.
The problem is to instantiate a second renderer. Indeed, it coast performance...
face
Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
Posted: Thu Dec 29, 2011 6:41 pm
by t_3
gabrielefx wrote:merid888 wrote:I don't think is possible to have two separate gpu renderings at the same time, one for the preview and one for the framebuffer.
at least with the standalone, you can open and render in as much octane instances you like (or as vram allows) - in parallel; and the driver distributes performance across the renderers by itself - so it shouldn't be a big problem for the plugin to initiate a material preview renderer side by side with the main viewport...
Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
Posted: Thu Dec 29, 2011 11:13 pm
by Sauger
t_3 wrote:gabrielefx wrote:merid888 wrote:I don't think is possible to have two separate gpu renderings at the same time, one for the preview and one for the framebuffer.
at least with the standalone, you can open and render in as much octane instances you like (or as vram allows) - in parallel; and the driver distributes performance across the renderers by itself - so it shouldn't be a big problem for the plugin to initiate a material preview renderer side by side with the main viewport...
My preview Is more or less not working at all
Think the lastest Nvidia drivers did something, no textures, only color sometimes, colorpicker work like 30%
If a Octane working materialeditor life would be serious fun, I´m manic with testing if stuff fast.
But then Kilads brilliant script works together with plugin almost perfect!
Convert via Multyconverter 2 Vray, and Octane plugin just burns through it like nothing, and this is wonderful if can be done for MR materials.
Very impressed by this plugin, I will go wild when 2.6 with instances around.
Before I always fallen back 2 MR if get tired, but Octane is just all what Iray should have been..
The Pure joy of moving a city in Max/Octane is ahh

Image clean up so fast (2-3sec)
I even managed 2 make a nice light or 10, wish the livedb would be integrated, I tend not bother with saving materials, bad habit.
Plugin do go slow when many illuminated small/big lightsourses, my Christmasthree is on hold.