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Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Thu Apr 18, 2013 6:29 pm
by darkline
also wanted to say thanks for fixing 'movable proxy' bug, 3dsmax used to hang when rendering with thousands checked to 'movable proxy'. I had to uncheck it to render correctly. Seems to work fine now.

Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Fri Apr 19, 2013 6:07 am
by Vanya
Thank you

Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Fri Apr 19, 2013 6:34 am
by mbetke
Was rendering some small animations yesterday and all was good so far. Nice release and works with max2014
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Fri Apr 19, 2013 1:22 pm
by princedragoncok
Thank you very much for the speedy updates Karba
Hair and Fur support?
Posted: Fri Apr 19, 2013 5:16 pm
by darkline
When did this get fixed?
Using 3dsmax 2014 you can now use 'hair and fur' with octane. Just check the option to turn your hair to geometry at render time. Previously I had to convert the hair to a mesh from within the plugin - but that meant you couldn't have animated hair/grass, now you can.
I did this super quick cheap test to see if it worked.
Thanks Karba whatever you did, this is very useful
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Fri Apr 19, 2013 6:00 pm
by gabrielefx
hi guys,
please post only Octane issues/bugs and don't post that everything is ok.
none software is perfect especially when is a test release.
thank you
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Fri Apr 19, 2013 6:37 pm
by darkline
Gabriele,
Hair and Fur support has long been requested by many 3dsmax users. As far as I know there has been no announcement that it now works within Max, unless I have missed a release? So I'm sorry but i think this is worthwhile posting.
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Sun Apr 21, 2013 9:20 am
by darkline
Hey Karba,
Ok, I went back today and my fur didn't render this time. So I've had a play around and I don't think 'Hair and Fur' was meant to be a feature, as it only works with a certain trick/bug. I'll explain what it is :
step 1 : Open Max2014 > create a primative > apply 'Hair and Fur' > goto effects and change hair rendering mode to 'geometry' > Render within octane = no hair visible as per normal/past versions
But here's the bug/trick to use it...
Step 2: Switch to another production renderer like scanline > Hit render > hair appears > switch back to Octane as production renderer and render again - Hair and Fur in octane is now rendered correctly.
Once done you can change all the parameters of the hair, create animations with forces/collisions and it will work fine every subsequent render but only for the active session, and for that object. If you want to create a new object in your scene with fur then you need to repeat step 2 above. If you close Max down you need to repeat step 2 as well
So it sounds like this may be working by accident, Karba do you think you can fix it so it works permanently without having to switch rendering engines?
Re: Hair and Fur support?
Posted: Sun Apr 21, 2013 2:13 pm
by acc24ex
darkline wrote:When did this get fixed?
Using 3dsmax 2014 you can now use 'hair and fur' with octane. Just check the option to turn your hair to geometry at render time. Previously I had to convert the hair to a mesh from within the plugin - but that meant you couldn't have animated hair/grass, now you can.
I did this super quick cheap test to see if it worked.
Thanks Karba whatever you did, this is very useful
Nice test ..
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Sun Apr 21, 2013 5:26 pm
by mbetke
Well if karba would tell us for what we should test especially it would help.
As testing is handled now is there isn't really testing most people here but just working with the plugin regular.