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

Posted: Tue Jun 15, 2010 11:20 am
by sublime
thanks KilaD,..
so it's only useful for flythrough anims..
It is still a powerfull feature,...

are you guys planning on developing the script further (perhaps i am pushing my luck) i.e, octane material editor that editable from max (similar to maxwell) so it would export every single setting without requiring more tweak in octane,... ?

(i am pushing my luck am i not.. :)....

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

Posted: Tue Jun 15, 2010 11:33 am
by kilaD
BlessOd made some scripts for materials that can be used. If I find the time i'll see if i can implement it.. :)

k

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

Posted: Tue Jun 15, 2010 11:38 am
by sublime
did he..? do you know where i can get that from?

also, i am good at encouraging people, praying and making tea,.. tell me if you need help in integrating that to your script,..

:D

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

Posted: Tue Jun 15, 2010 11:45 am
by tomacmuni
Tom ne c'est happy pas! Every test scene I try to render as animation is going wrong.

I'm trying to render an animation and I get this error: Image
I have managed to deal with most of the crashes and oddities that have come up so far and have seen them all commented in the forum.
Here's my case. I have Windows Vista 64bit SP1 Intel core 2 Quad Q9400. Nvidia GTX 480 x1. 8 GB DDR3 Ram.
I have installed 3DSMax 2011. I have installed OctaneRender_COM_1022_beta22_win_x64.exe (it works for stills).
I have installed the scripts from max2octane_1.022f.rar

Now, here is my maxfile and .ocs file.
You will need no textures as I didn't add any external images.
In 3DSMax, there is a moving cylinder and a static box and a moving camera. That's it.
The sun is added by the script.
I have successfully rendered a still using the script automation and saved my .ocs file BAMBAM.ocs
I am trying to render the animation now and of all things I get this crash every try (both before and after I installed MSVSC++2010 just now).
All the files associate with this are in the Rar from http://www.tomacmuni.com/files/exportproblem.rar (385kb)

Note:
Here is the image that is of most concern for me. Do I have the right stuff installed?
(I am tired of Microsoft Visual C++ and its correlated crashes.)
This is from my Programs and Files list: Image
I don't think it's Mini Ninjas causing the problem.

Also, just out of curiosity is it always a crash if I unhook the environment link in the preview render macro while a mesh is loaded? I did it
while trying to hook up an environment Daylight in there instead. Shouldn't it be a check then 'you can't do that' warning?
Image

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

Posted: Tue Jun 15, 2010 12:22 pm
by Florinmocanu
Thanks kilaD, works really nice now.

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

Posted: Wed Jun 16, 2010 2:51 am
by tomacmuni
Hmm, if I DON'T put any texture on the object it will render out okay as an animation (camera animation + mesh deformation).
When I want to have a texture on the object, I can't get the mesh deformation too - it'll either crash me or I lose the texture in the render.

When I add a texture node in octane using an image for the texture, save the .ocs and then tell the maxscript to render the animation using that .ocs it will fail
as in my previous post, or I get the message meshnode for rendering '~.obj' not useable (it is just a box sliding across a plane).

(Edit: If I don't have a translation animated on the obj and just a texture on it, I get the .obj to load up in octane with the texture on it directly, thanks to the script by blessod. However, when I set off the render animation button for the saved .ocs scene, it renders with no texture on the object, just orange.
If I export this WITH CAMERA ONLY, it actually renders okay. The geometry is there with the correct texture since it's been saved already in the .ocs, but then it's just a static mesh. What happens when we want an animated mesh?
BTW, the picture has two .obj automatically popping up in the node editor after running the maxscript max2octane, why is that?)
Why do I get somefile.obj and somefile_.obj ?
Image

One other question is - when I save the .ocs using File/Save and then close it asks me do I want to save YES/NO and if I already saved it and didn't change anything then why does it ask again?

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

Posted: Wed Jun 16, 2010 3:34 am
by cpember
is there a definitive list of what the obj settings should be for octane?

I just exported an object, the bitmap/UV setup is fine at rendertime..
add a second object with a completely different bitmap to the export and the bitmaps/UV's are hosed on both objects....

(i've tried on pre-existing scene and a fresh one and can duplicate the issue every time) maybe the uv's are getting re-assigned to the wrong object?



cheers

cp

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

Posted: Wed Jun 16, 2010 5:15 am
by tomacmuni
Is it possible to force octane not to crash 3DSMax too when a render fails?
max2octane will try to keep exporting frames even after the first frame has failed in octane.
To interrupt this, 3DSMax has to be stopped as a process (boo) and then octane too.
Ideally of course, crashes ought not to happen, but since they will anyway, it would be nice to sweeten the blow.

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

Posted: Wed Jun 16, 2010 6:23 am
by radiance
Hi guys,

Just to keep things manageable, can you stop making 30+ pages threads ?
maybe start making new posts per exporter version,
so the top one is always the latest version, and people can find stuff easier...

Radiance

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

Posted: Wed Jun 16, 2010 8:24 am
by ttaberna
radiance wrote:Hi guys,

Just to keep things manageable, can you stop making 30+ pages threads ?
maybe start making new posts per exporter version,
so the top one is always the latest version, and people can find stuff easier...

Radiance
Maybe it is time to do new forum rooms such as room for each exporter...
Only a thought
Cheers