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

Posted: Thu Jun 10, 2010 11:52 am
by kilaD
@Proupin:

Wich version of Octane? It works for me..

Remember you cant load scenes from other octaneversions.
Make sure you use octane 2.2, i've tested it on rc3 and it works.

Try rendering a new test scene, give it a new name in the projectsetup and press render.
Let me know what happens

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

Posted: Thu Jun 10, 2010 3:56 pm
by Proupin
Later at home I will make some tests... I made the scene from scratch in beta22, stay tuned, thanks KilaD!

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

Posted: Thu Jun 10, 2010 5:22 pm
by cpember
hilo, quick q:

Is animated dof target supported in the max script? If so, how does one use it? I've tried animating target of camera, etc, but i cant get animated dof target to work :/ I'm trying to use a fairly high aperture on an animated character but the focus is locked on the original value I set up in the first render.

thanks!

cp

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

Posted: Thu Jun 10, 2010 6:38 pm
by kilaD
cpember wrote:hilo, quick q:

Is animated dof target supported in the max script? If so, how does one use it? I've tried animating target of camera, etc, but i cant get animated dof target to work :/ I'm trying to use a fairly high aperture on an animated character but the focus is locked on the original value I set up in the first render.

thanks!

cp
be sure not to check the "Focal Depth" checkbox

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

Posted: Thu Jun 10, 2010 6:46 pm
by cpember
Yeah the only things I have enabled are the camera selector and the light (sun) position at the moment, hence the question :)

I'm using 2011 with windows 7 64, the latest octane and the "d" version of the exporter (i'll fill in my computer specs in a few to my sig)

what value does it read for the depth info? the camera target value? (distance from camera)

cheers!

cp

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

Posted: Thu Jun 10, 2010 8:42 pm
by kilaD
cpember wrote:Yeah the only things I have enabled are the camera selector and the light (sun) position at the moment, hence the question :)

I'm using 2011 with windows 7 64, the latest octane and the "d" version of the exporter (i'll fill in my computer specs in a few to my sig)

what value does it read for the depth info? the camera target value? (distance from camera)

cheers!

cp
Hey :)

It reads the targetdistance, yes. Make sure to use a standard targetcamera.
I will test it later, but i can't see why it shouldn't work.

k

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

Posted: Thu Jun 10, 2010 8:56 pm
by kevinshane
kilaD wrote:
kevinshane wrote::| :| Hi~I install the scripts correctly(in max2009x64) and export to obj file,everything is correct except I going to hit the "Render" button~~~
When I hit render,it jump out the export process window,when I hit done,that should be start Octane and render,but octane is not~what's up??
BTW,I use max2octane_1.022c + 3dsmax2009x64 +xp64,but i am not sure that if 1.022c suit for 2009?~~
1.022c? I guess you mean 1.022d. Anyway that is for max2010+, you have 2009 so....use the other (Max2Octane 1.022_2008b max2008/2009 version)
I changed the text so it is more clear.


@Proupin: Same goes for you, use Max2Octane 1.022_2008b max2008/2009 version
thanks~~and i found out what was wrong with my case...it's because i use the damn DemoOctane...haha...and i forgot to change path to com octane..~~~

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

Posted: Thu Jun 10, 2010 9:20 pm
by superrune
Hallo hallo! I had no idea you did the 3ds Max translator - how cool :)

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

Posted: Thu Jun 10, 2010 10:26 pm
by Proupin
I couldn't get a procedure for the invalid mesh thing, but I encountered something that could be cleared first, someone noticed the extra-slash on the cmd line and I think this is causing some trouble.

In max 2009, make a teapot, (make a camera), open max2Octane script, enter a Project name, press render. Octane will open. Click on the mesh, modify its material and save the scene and close Octane.

Back to max, notice theres no backslash at the end of the Project Path... pressing render now will open the mesh without the changes we made (as if it didn't find the project). When you click on "Use existing Project" and choose the saved project, a backslash will be appended to the Project path, and the correcty modified scene will open in Octane.

Now, if you try to save the Octane scene, it will act as if it was a new scene, showing the "save as" dialog.

On first render, the path in the cmd line read something like "C:\teapot\teapot01.ocs"; After explicitly choosing the scene with the Use existing Project the path will read "C:\teapot\\teapot01.ocs"

It also seems the script will always create new files until you explicitly choose an existing project. I think it would be logical for it to first check if the file is already there anyways.

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

Posted: Thu Jun 10, 2010 11:35 pm
by kilaD
superrune wrote:Hallo hallo! I had no idea you did the 3ds Max translator - how cool :)
Halloisen :) Yes I needed the extra stress..


Proupin:

Yes, i'll add a check for existing files.
The way it decides if it's a new project or existing project is when either:

-Entering a new name=new project
-Pressing existing project=load existing project

The reason for this is Octane needs different commands for the two choices.