Karba do you have any plan to change the camera aperture setting become like photography?
(f stop)
Because the current setting a bit confusing
OctaneRender® for 3ds max® v1.18[Test]
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Win 7 64 |GTX 680 4 Gb (Display) | 3 x GTX690 4Gb | Intel i5 |Corsair 16GB
Win 7 64 |GTX 680 4 Gb (Display) | 3 x GTX690 4Gb | Intel i5 |Corsair 16GB
No good news yet.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![]()
Thanks
Tony
Idea is to be able to control aperture and exposure independently because exposure itself doesn't force to render restart, but aperture does.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
i see ok thenKarba wrote:Idea is to be able to control aperture and exposure independently because exposure itself doesn't force to render restart, but aperture does.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


http://www.antoni3D.com
Win 7 64 |GTX 680 4 Gb (Display) | 3 x GTX690 4Gb | Intel i5 |Corsair 16GB
Win 7 64 |GTX 680 4 Gb (Display) | 3 x GTX690 4Gb | Intel i5 |Corsair 16GB
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!
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!
Intel i7-970 @3,20 GHz / 24 GB RAM / 3 x EVGA GTX 580 - 3GB
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. 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
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. 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
P6T7 WS SuperComputer / i7 980 @ 3.33GHz / 24 GB / 1500W + 1200W PSUs / 6x GTX 680 4 GB + 1x Tesla M2070 6GB (placeholder
)

Unfortunately there is no way to avoid it at the moment.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. 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
hi Karba,
where can I download 1.20 for 3ds Max?
where can I download 1.20 for 3ds Max?
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
Just use 1.18 it is 100% the same as 1.20 which doesnt exist or he changed number only.
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