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Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Thu May 13, 2010 10:13 pm
by kilaD
Are you rendering still or animation?
If you`re rendering animation you need to load an existing project for the moment.
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Thu May 13, 2010 10:27 pm
by matherick
animation, so i guess i have to set up the file in Octane first so the batch will use the file to reference it?
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Thu May 13, 2010 10:29 pm
by kilaD
Something like that yes. The workflow is to set up basic stuff in max,
then export to octane, set up materials/shaders etc and then save the scene.
Back in max you can then load your existing file and render the animation.
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Thu May 13, 2010 10:31 pm
by bazuka
i have set everything, exe, path, name, image location and still nothing....
im using max 2009 x64
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Thu May 13, 2010 10:37 pm
by kilaD
I need to know what errors you get at least. Please be detailed or i can`t be to any help
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Thu May 13, 2010 10:40 pm
by matherick
for example i have animation 1-50 frames, and i use 50th for the setup in octane.
This time i bypass the first error but i am still getting Automatic error ( Meshnode for rendering "spidercage" not useable)
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Thu May 13, 2010 10:44 pm
by nirokugraphic
I noticed that the .obj file needs to be the same as the .ocs file otherwise the .ocs can't read it if it was generated by the export script .
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Thu May 13, 2010 10:55 pm
by matherick
Are you talking the obj file name has to be same with the octane project name?
i changed that but still giving me the same error
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Thu May 13, 2010 10:57 pm
by kilaD
Why do you set the nth frame to 50? That means it renders every 50 frame.
Try this:
- Open max2octane
- Set a new projectname (Spidercage2)
- choose your camera in the dropdownlist
- enable sun if you want that
- Press RENDER button under "frame"-group
Octane then creates a new scenefile called Spidercage2.ocs and starts rendering.
Then adjust the settings shaders/materials etc and SAVE the scene.
- Close octane
- In max2octane, load existing project -> and choose your saved scene (Spidercage2.ocs)
- Setup framestart and end, outputfolder and name, and press RENDER ANIMATION
k
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Thu May 13, 2010 11:04 pm
by matherick
thank you for the direction, i gonna try it when get back home