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Re: OctaneRender® for 3ds max® v1.0[Current]
Posted: Mon Dec 03, 2012 10:48 pm
by Karba
snake12 wrote:Great, minimun drivers version? Is this version more stable? Thanks
That should be stable enough.
driver 301.42 or higher.
Re: OctaneRender® for 3ds max® v1.0[Current]
Posted: Wed Dec 05, 2012 10:58 am
by truerender
When you install the final version falls off license bundle version but only in 3ds max.
Deactivation on the site and subsequent activation solve the problem.
Re: OctaneRender® for 3ds max® v1.0[Current]
Posted: Wed Dec 05, 2012 12:21 pm
by merid888
i'll try deactivate the account into the site and i'll wait for one and activate again
i been done deactivate and activate before, was the same result for me, every scene i need activate again the licence
thank you for comment
Re: OctaneRender® for 3ds max® v1.0[Current]
Posted: Wed Dec 05, 2012 1:21 pm
by vk3d
Hi, Karba!
Can you add a color option for alfa background? Now it is only black.
thank you.
Re: OctaneRender® for 3ds max® v1.0[Current]
Posted: Thu Dec 06, 2012 12:57 am
by leblanc980
What is the changelog for the This alpha version 1.0 vs RC3??
If we upgrade to 1.0, do we loose our single license ability to try out future beta versions or V1.1, 2.0 etc???
Re: OctaneRender® for 3ds max® v1.0[Current]
Posted: Thu Dec 06, 2012 1:04 pm
by gueoct
Hi Karba?
When are you planning to update the Octane for 3dsmax Manual?
The actual version is 2.56 !!!!!
Re: OctaneRender® for 3ds max® v1.0[Current]
Posted: Thu Dec 06, 2012 2:04 pm
by darkline
Karba wrote:
OctaneRender® for 3ds max® implements all functionality of OctaneRender® standalone inside 3ds max®.
Any feature that the Standalone edition supports is supported by the 3ds max® plugin.
does this mean octane motion blur is now integrated into Max, as oppose to using the multipass MB, which doesn't work so great?
Finally, I think a matte/shadow material is a must for anyone doing animation with octane! Any chance of squeezing this into the first release? IMO much more important than blooms/glares which we can add in other programs
Re: OctaneRender® for 3ds max® v1.0[Current]
Posted: Thu Dec 06, 2012 10:48 pm
by darkline
Hi Karba,
I have a request, if it isn't already an option (I cant find a way to do it in Max).
Is there a way to stop octane from flushing the GPU geometry on every frame for animations? For example, I can open the render viewport (which takes a minute or so to pass the geometry to the GPU), and from there I can watch my animation play back, frame by frame, without ever having to reload the geometry to the card because my objects are all set to 'movable proxies'.
However, as soon as I render it fully octane erases the buffer and reloads all of the geometry per frame, which adds at least 1.5 mins per frame to my render time.
If it can do this in the render viewport, can't it do it during the full render also?
Thanks for making a great plugin.
Re: OctaneRender® for 3ds max® v1.0[Current]
Posted: Thu Dec 06, 2012 11:28 pm
by Karba
leblanc980 wrote:What is the changelog for the This alpha version 1.0 vs RC3??
If we upgrade to 1.0, do we loose our single license ability to try out future beta versions or V1.1, 2.0 etc???
You can see the log at first post.
You don't loose anything.
Re: OctaneRender® for 3ds max® v1.0[Current]
Posted: Thu Dec 06, 2012 11:29 pm
by Karba
darkline wrote:Karba wrote:
OctaneRender® for 3ds max® implements all functionality of OctaneRender® standalone inside 3ds max®.
Any feature that the Standalone edition supports is supported by the 3ds max® plugin.
does this mean octane motion blur is now integrated into Max, as oppose to using the multipass MB, which doesn't work so great?
Finally, I think a matte/shadow material is a must for anyone doing animation with octane! Any chance of squeezing this into the first release? IMO much more important than blooms/glares which we can add in other programs
Standalone doesn't support motion blur.