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Re: OctaneRender® for 3ds max® v1.10[Current]
Posted: Tue Feb 12, 2013 11:46 pm
by Karba
perro_abombao wrote:spectral intensity, and spectra shift? I can´t see them
That will be included in 1.11.
Re: OctaneRender® for 3ds max® v1.10[Current]
Posted: Wed Feb 13, 2013 3:47 am
by Elvissuperstar007
) good

Re: OctaneRender® for 3ds max® v1.10[Current]
Posted: Wed Feb 13, 2013 9:54 am
by gabrielefx
suvakas wrote:Unfortunately for me the "new" sky looks about the same as the oldest model was. It is unnaturally blue. Like watercolor blue. Tints the entire image same way as the old one did. What was wrong with the sky in previous version (1.03) ? Why did you change it? Can't you put it back like a 3rd option or smth?
I have to go back to 1.03. because of this
The sky was there, realistic and all.. why keep messing around? I don't get it.
[edit]
Actually I'm not sure if the sky has changed or if the white balance is f*cked up.
Suv
Sky presets is the answer.
Re: OctaneRender® for 3ds max® v1.10[Current]
Posted: Wed Feb 13, 2013 9:59 am
by gabrielefx
thank you!
now I will check it.
I was waiting for fake glass option....

Re: OctaneRender® for 3ds max® v1.10[Current]
Posted: Wed Feb 13, 2013 10:37 am
by HHbomb
yeees !!!!

new specular parameter !
Re: OctaneRender® for 3ds max® v1.10[Current]
Posted: Wed Feb 13, 2013 12:34 pm
by suvakas
gabrielefx wrote:
Sky presets is the answer.
Yes, this would be the most reasonable way to go.
But unfortunately (as I understand) it would make the program more complex and would add more parameters. This is not what developers want.
Go figure. So we will probably have only one sky color that the majority picks. Atm i feel like waiting lottery results. Or gift from santa. Would there be a red pencil under the christmas tree or blue?
Suv
Re: OctaneRender® for 3ds max® v1.10[Current]
Posted: Wed Feb 13, 2013 1:12 pm
by merid888
hi karba, take your time for fix all you want, still i can't use my gtx690, my motherboard have an manufactures detail and is under warranty i think so the next week i can proof this version
regards

Re: OctaneRender® for 3ds max® v1.10[Current]
Posted: Wed Feb 13, 2013 9:17 pm
by acc24ex
- nice job - so you fixed the responsiveness issue on max 2013? Runs superfast now
- also, yes the sun seems to look like the old model - different than the previous plugin version -
edit: on the second go - it still runs more responsive while a gizmo is selected, generally seems to be an improvement but you can feel that lag
Re: OctaneRender® for 3ds max® v1.10[Current]
Posted: Thu Feb 14, 2013 7:10 am
by Karba
acc24ex wrote:- nice job - so you fixed the responsiveness issue on max 2013? Runs superfast now
- also, yes the sun seems to look like the old model - different than the previous plugin version -
edit: on the second go - it still runs more responsive while a gizmo is selected, generally seems to be an improvement but you can feel that lag
I didn't do anything with responsiveness...
Regarding daylight model
http://render.otoy.com/forum/viewtopic.php?f=9&t=28312
Re: OctaneRender® for 3ds max® v1.10[Current]
Posted: Thu Feb 14, 2013 9:07 pm
by leblanc980
Karba,
Is there anyway you can increase the bump strength? Or perhaps make it exceed the 1.0 value and on up. It seems a little weak.
Also, the shadow catcher seems a little weak as well. Shadows are there, but barley visible sometimes.
Perhaps in the future, can you create a Preset for Octane Camera settings?
Your doing a great job. Keep up the good work.