OctaneRender® for 3ds max® v1.18[Test]

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
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tonycho
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Karba do you have any plan to change the camera aperture setting become like photography?
(f stop)
Because the current setting a bit confusing
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Karba
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tonycho wrote:Hi Guys

I am not sure if this topic already in the forum, so I post here
is it possible for octane to texture baking or lightmapping?

any ideas?

I read old topic from radiance in this forum but maybe we have a good news now :D

Thanks
Tony
No good news yet.
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Karba
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tonycho wrote:Karba do you have any plan to change the camera aperture setting become like photography?
(f stop)
Because the current setting a bit confusing
Idea is to be able to control aperture and exposure independently because exposure itself doesn't force to render restart, but aperture does.
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tonycho
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Karba wrote:
tonycho wrote:Karba do you have any plan to change the camera aperture setting become like photography?
(f stop)
Because the current setting a bit confusing
Idea is to be able to control aperture and exposure independently because exposure itself doesn't force to render restart, but aperture does.
i see ok then :) thanks for reply :D
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gueoct
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apropos Camera:
is it possible to make the Camera icon a NON-scalable object like Max Standard Camera?
When the Camera is close to its Target the Icon can get very small and hard to see / pick!

AND what is also a very handy feature of the Max Standard Camera:
Camera and Target can be selected by clicking on the line between those two! Possible?
Thnx!
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boris
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hi karba
I have a question regarding the procedural maps like the turbulence texture. Is there no way to switch to local object coordinates instead of world? Or even better to control it with uvw mapping. Am I missing something?

The example shows two boxes, one is rotated 90 degrees, same material applied.
test_turb.jpg
In architectural renderings the direction of the texture often plays an important role. My only idea making the two boxes identical in this example is using 2 materials with different (swapped) transform values of the turbulence texture, which will result in more work while fine tuning the material(s).
Any help appreciated.
boris

edit: seems other people have the same thoughts:
http://render.otoy.com/forum/viewtopic.php?f=27&t=33614
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Karba
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boris wrote:hi karba
I have a question regarding the procedural maps like the turbulence texture. Is there no way to switch to local object coordinates instead of world? Or even better to control it with uvw mapping. Am I missing something?

The example shows two boxes, one is rotated 90 degrees, same material applied.
test_turb.jpg
In architectural renderings the direction of the texture often plays an important role. My only idea making the two boxes identical in this example is using 2 materials with different (swapped) transform values of the turbulence texture, which will result in more work while fine tuning the material(s).
Any help appreciated.
boris

edit: seems other people have the same thoughts:
http://render.otoy.com/forum/viewtopic.php?f=27&t=33614
Unfortunately there is no way to avoid it at the moment.
solomon
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hi Karba,

where can I download 1.20 for 3ds Max?
Solomon W. Jagwe
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mbetke
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Just use 1.18 it is 100% the same as 1.20 which doesnt exist or he changed number only.
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j7th
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mbetke wrote:Just use 1.18 it is 100% the same as 1.20 which doesnt exist or he changed number only.
from your control panel, or page 15
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