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Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]
Posted: Fri Sep 21, 2012 7:20 am
by acc24ex
rendered old scene that is an ongoing project - now the textures look over contrasted (probably combination of new glossy and color adjustments) - and I spent a lot of time microadjusting the settings - so yes, you should leave us a legacy check box somewhere and take into consideration users that have projects done with old code - hopefully this isn't a big pain in the ass
mainly I noticed I need to increase glossy slightly and lower the gama on old models - not sure what filmindex does
also, it seems to affect the bumps slightly (or again they get a bit lost with the different glossy setting)
anyway - give an option for old users to use legacy settings, and I would solve my problem here with a shadow catcher, so do both
ps: can someone explain/demonstrate what the filmindex value is supposed to do in the glossy material? - I dont see obvious changes going from high to low value
Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]
Posted: Fri Sep 21, 2012 7:35 am
by mbetke
What I can't understand is that you guys change your version when in the middle of a project. If the devs say colors change its obvious that your scenes will look different, isn't it?
Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]
Posted: Fri Sep 21, 2012 8:19 am
by Sad...
Any plans to add Render Elements in future?.. like reflection, point position, UV and more?
Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]
Posted: Fri Sep 21, 2012 11:14 am
by gabrielefx
mbetke wrote:What I can't understand is that you guys change your version when in the middle of a project. If the devs say colors change its obvious that your scenes will look different, isn't it?
in fact I swap 3 Octane for Max different versions, because for the performance loss, color changes, ies upside down, wrong refractions, etc.
Now I don't like the fact that introducing new features we lost something that was ok before.
Nobody here says: hey, I found an issue in the plugin.
My workstations renders 24/7 with Octane for Max. It's obvious that I want the legacy color palette because I want that refractions work ok with mixed materials too, but I want the same performance.
Now It's not possible...but it's ok because the 90% of the features that I've requested were implemented.
I love the work of Karba and Otoy staff, they are gentle, professionals and love their creature too.
Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]
Posted: Fri Sep 21, 2012 12:43 pm
by gueoct
mbetke wrote:What I can't understand is that you guys change your version when in the middle of a project. If the devs say colors change its obvious that your scenes will look different, isn't it?
They really should have asked you when they can release the new version...

Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]
Posted: Fri Sep 21, 2012 1:51 pm
by areafilm
Hi there! Is it possible use HDR map inside OctaneRender for 3ds max? wich the method? Thanks
Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]
Posted: Fri Sep 21, 2012 2:40 pm
by gabrielefx
areafilm wrote:Hi there! Is it possible use HDR map inside OctaneRender for 3ds max? wich the method? Thanks
yes,
from the pull down menus choose: rendering-->environment
in the Environment tab background click on "none", from the Map Browser choose maps-->octane3dsmax-->texture environment
drag and drop this map in one empty material editor slot, click instance-->ok
you get a node with 3 values: texture, power, rotation
on texture choose texture, click on "none"
from the Map Browser choose "image texture"
on filename click on none and choose your xxxxx.hdr file
That's all.
Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]
Posted: Fri Sep 21, 2012 2:46 pm
by suvakas
gabrielefx wrote:
Now I don't like the fact that introducing new features we lost something that was ok before.
I'm a new user here and washed out colors was the first thing i noticed when I did my 1st ever test render with Octane.
So colors were not OK before.
Those latest updates are all for render core and not for the Max plugin.
I'd like to see some bug fixes for the plugin too. It's easy to compile a plugin with updated Octane sdk and call it a new release. But old plugin bugs still remain.
I understand the beta status of the plugin, but some bugs are too trivial to fix even for the beta.
Suv
Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]
Posted: Fri Sep 21, 2012 2:47 pm
by areafilm
It's easy! Very thanks brother... but this Octanerender for 3Dsmax is very very slow respect the standalone version! I use the standalone in C4D and has more speed and quality rendering! the C4D version is outstanding..not the same for this 3DSmax version.. I'm not happy of this.. the No there isn't a plugin for 3DSmax 2013 for export to standalone?
Re: OctaneRender® for 3ds max® v1.0 beta 3.01[Test]
Posted: Fri Sep 21, 2012 6:46 pm
by suvakas
areafilm wrote:It's easy! Very thanks brother... but this Octanerender for 3Dsmax is very very slow respect the standalone version! I use the standalone in C4D and has more speed and quality rendering! the C4D version is outstanding..not the same for this 3DSmax version.. I'm not happy of this.. the No there isn't a plugin for 3DSmax 2013 for export to standalone?
Are you using the same version of standalone as your Max plugin?
It seems that older versions were faster because of no instances support.