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Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Thu Nov 28, 2013 5:09 pm
by oudou
acc24ex wrote:I just remembered to fix one annoyin thing - when you reload the scene = the texture doesn't get reloaded - I have to close the octane preview windows and open again - that is, when I work on a texture in photoshop and I'm checking on progress in 3d max - this is what I have to do every time - can you at least add another button that does a "hardware" reload, so it closes and opens the window on its own
- sometimes when something bugs out on the system, you notice it only after you close and open, probably something stuck in the memory... anyway take into consideration please
a workaround is to load another texture name and reload the good one, it's working without closing the octane preview ( but right, that's annoying too but save build time on heavy scenes !!)
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Thu Nov 28, 2013 7:43 pm
by acc24ex
oudou wrote:
a workaround is to load another texture name and reload the good one, it's working without closing the octane preview ( but right, that's annoying too but save build time on heavy scenes !!)
I know that works as well, the point is not to click three times to reload something at least reduce it it to one - 3dmax usually loads this automagically when using it's own shader
- another bug, I encountered - if that even helps anymore, cause we might be introduced to entirely new bugs
- the color correction node - when you copy/paste it, or ctr-shift-alt drag inside the slate material editor - it tends to override something in this situation - when you drag copy it it returns it into texture node
- when both of those nodes are attached to it, and you change the texture to a colour - it tends to turn the color settings into a texture -
- keep it in mind anyway or list is a bug - because I kept on getting strange results because I had 15 nodes for a material, and couldnt figure out what it was - this can crop up as a problem -
- mind you, if you copy it inside a material editor, and than drag it back it's ok, only when you ctr+shit+alt drag drop it inside node editor, which I do a lot, because I can
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Fri Nov 29, 2013 10:07 pm
by Karba
solomon wrote:Karba, what is the best way to use motionblur in 3DS Max with the Octane Plugin?
The only way to do Motion Blur in 3dsmax is using Multi-Pass Effect in standard camera. Set it to Motion Blur. Dither to zero. And don't forget to reduce samples per pixel amount by Total passes amount
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Sat Nov 30, 2013 12:39 am
by Karba
Regarding image reloading. I will think what I can do.
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Tue Dec 03, 2013 12:40 pm
by gueoct
Karba wrote:Regarding image reloading. I will think what I can do.
Yes, Pleeeeaaase, missing it, too!
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Thu Dec 05, 2013 1:12 pm
by darkline
Karba
Please also think about implementing the background image feature in the viewport. It would be really helpful for lining up composites.
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Fri Dec 06, 2013 4:02 am
by ltchest
Is Region Render on its way too ?
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Mon Dec 09, 2013 6:20 pm
by boris
Karba wrote:solomon wrote:Karba, what is the best way to use motionblur in 3DS Max with the Octane Plugin?
The only way to do Motion Blur in 3dsmax is using Multi-Pass Effect in standard camera. Set it to Motion Blur. Dither to zero. And don't forget to reduce samples per pixel amount by Total passes amount
hey karba
say I want to make a fast transition with motion blur from one camera view to another with a different camera shift. is this possible? I mean is there a way to animate the camera setup parameters in render dialog (since camera correction modifier is not working)?
tnx
boris
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Tue Jan 21, 2014 8:56 pm
by bugbuilder
hi octaners, frist, I wissh an happy new for all of you...Then , my question, is these any background inage environnement avalaible?
if any, who can we add it? Thanks....