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

Posted: Wed Sep 25, 2013 9:11 am
by darkline
Hi Karba, do you plan on fixing the bug for fur rendering in Max 2014?

As I've said before if you render with scanline - then switch to octane, it renders fur out correctly (as long as fur is set to geometry mode). So clearly Octane is capable of rendering the fur. But you have to do this fiddle every time you make a new object or add a new fur modifier.

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

Posted: Fri Sep 27, 2013 5:16 am
by mykola1985
Hi Karba, i know it was already mentioned somewhere on this forum before, bit i would really like to know how to avoid that horrible mouse lag when octane renders very heavy scenes..

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

Posted: Fri Sep 27, 2013 7:25 pm
by mbetke
Set your device to low priority in the device rollout. It is a small checkbox. Only the first device needs to be checked nit all if you have more than one GPU. :)

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

Posted: Fri Sep 27, 2013 8:44 pm
by mykola1985
thanx! it works! :P

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

Posted: Tue Oct 08, 2013 9:56 am
by muski
I don't know about technical difficulty to do this but you guys need to add the possibility of region rendering. I cannot in any way use octane commercially on medium to large jobs without region rendering. Deadlines don't wait and sometimes last minute tweaks/changes are necessary, and waiting for a whole new render is not an option.

Region rendering is extremely important even if the region is "roughly there" and not very accurate.

I still think Octane has a chance to gain a good slice of the market but if features like region rendering, some procedurals (in particular noise and tiles), some kind of octane vrmesh, more element's like shadows, etc are not introduced quickly, it's just a matter of time until competition (in particular vray) catches up with octane in render quality and speed.

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

Posted: Tue Oct 08, 2013 1:10 pm
by madcoo
Hi everyone,
I'm having some trouble with the SLICE modifier and its rendering using the current V1.18 exporter.

I want this building to be "building up" from the ground, so I applied a Slice modifier.

The problem is the following :
Sometimes the slicing makes all my materials disappear.

Any help would be much appreciated... :(
Cheers !

[EDIT] I just tried launching the animation : it NEVER works while it's playing. It works sometimes only when you "play" with the Slice gizmo in the 3DS viewport" [EDIT]
[EDIT #2] When you press "Play", watch the animation, then press "Rewind from start" and play again, it seems to be working 3 times out of 4. Still, it's not very stable... :( [EDIT #2]
WHAT IT SHOULD LOOK LIKE WHEN SLICING IS OVER
WHAT IT SHOULD LOOK LIKE WHEN SLICING IS OVER
SOMETIMES IT WORKS FINE
SOMETIMES IT WORKS FINE
AND SOMETIMES IT DOESN'T (I have to move the slice gizmo several times again so it works fine)
AND SOMETIMES IT DOESN'T (I have to move the slice gizmo several times again so it works fine)

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

Posted: Tue Oct 08, 2013 7:59 pm
by madcoo
Hi everyone,
I found a workaround for my Slice problem.
You can read it in this post
Cheers ;)

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

Posted: Thu Oct 10, 2013 6:55 pm
by solomon
Karba, is Motionblur supported in the Realtime renderer?

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

Posted: Thu Oct 10, 2013 8:50 pm
by Karba
solomon wrote:Karba, is Motionblur supported in the Realtime renderer?
Do you mean octane viewport?
If so - no.

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

Posted: Fri Oct 11, 2013 2:31 pm
by LuckyFox
Hi there. I'm new here so please excuse if I raise the questions that are known. I just started using Octane, and found a bug - I have an editable poly that has few elements nested inside, one of which is hidden from editpoly element menu(hide selected), in the viewport the element is not seen, but in Octane Viewport inside Max it's rendered.