Page 3 of 5

Re: OctaneRender® for 3ds max® v1.17[Test]

Posted: Mon Jun 10, 2013 9:43 pm
by Karba
temp-64GTX wrote:A bug with glass is still here.
We are investigating this issue.

Re: OctaneRender® for 3ds max® v1.17[Test]

Posted: Tue Jun 11, 2013 12:14 am
by Karba
temp-64GTX wrote:A bug with glass is still here.
Fixed. Wait for a new version.

Re: OctaneRender® for 3ds max® v1.17[Test]

Posted: Tue Jun 11, 2013 4:23 am
by temp-64GTX
Karba wrote:Fixed. Wait for a new version.
Cool. Thanks.

Re: OctaneRender® for 3ds max® v1.17[Test]

Posted: Tue Jun 11, 2013 4:28 am
by Karba
Vanya wrote:I'm sorry but where is it, I've seen it.
Fixed. Wait for a new release.

Re: OctaneRender® for 3ds max® v1.17[Test]

Posted: Tue Jun 11, 2013 4:46 am
by acc24ex
darkline wrote:
mykola1985 wrote:no news about hair and fur yet?
with ''geometry mode'' it still doesn't render..
if you're in Max 2014 the same trick still works. Switch to Scanline and render 1 frame. Now switch back to Octane and hair and fur will render in 'geo' mode for the entire max session and respect all parameters/animation

Karba can you please fix this so we don't have to do the workaround to render fur?
damn - why didn't I see this earlier - I was doing some hair renders and converted to mesh - memory killswitch -
- I tried using the PArray to scatter the grass - and it's working pretty nicely - apart from the fact you have to show all of the particles in the viewport if you want to show it in the render window - and it seems to make copies - not clones - or am I doing something wrong there - the base mesh is movable proxy - and it should make instances with the same tag? - the memory usage suggests it is doing copies .. any tips there? You get good scattering with PArray, pretty much most all of the settings you need is there

Re: OctaneRender® for 3ds max® v1.17[Test]

Posted: Tue Jun 11, 2013 5:49 am
by rodrigotrovao
bump map is working?

Re: OctaneRender® for 3ds max® v1.17[Test]

Posted: Tue Jun 11, 2013 7:30 am
by JJTTBB
JJTTBB wrote:Problem starting MAX Design 2012 x64.
There's something wrong with my menu file and I can't start MAX... Although I haven't used MAX for almost 10 days, I think there was nothing wrong with it... I just installed (copied the files) Octane 1.17 for MAX and I wonder if there is a connection...
So, since nobody answered... I guess I have to re-install Max?
Is it possible to have a default mnu file from someone? Is it possible to just replace the menu file and re-install Forestpack, Maxwell and Octane? It would be easier I think...

Re: OctaneRender® for 3ds max® v1.17[Test]

Posted: Tue Jun 11, 2013 7:55 am
by bicket
Hi karba

what is this new anonymous texture ?

Re: OctaneRender® for 3ds max® v1.17[Test]

Posted: Tue Jun 11, 2013 12:36 pm
by darkline
acc24ex wrote:
darkline wrote:
mykola1985 wrote:no news about hair and fur yet?
with ''geometry mode'' it still doesn't render..
if you're in Max 2014 the same trick still works. Switch to Scanline and render 1 frame. Now switch back to Octane and hair and fur will render in 'geo' mode for the entire max session and respect all parameters/animation

Karba can you please fix this so we don't have to do the workaround to render fur?
damn - why didn't I see this earlier - I was doing some hair renders and converted to mesh - memory killswitch -
- I tried using the PArray to scatter the grass - and it's working pretty nicely - apart from the fact you have to show all of the particles in the viewport if you want to show it in the render window - and it seems to make copies - not clones - or am I doing something wrong there - the base mesh is movable proxy - and it should make instances with the same tag? - the memory usage suggests it is doing copies .. any tips there? You get good scattering with PArray, pretty much most all of the settings you need is there
I think the problem lies in that Max may well use instances within the Parray, but that's not the same as each object being an octane movable proxy. I don't think it supports it.

if you want to do that, forest pack pro (free) or multi-scatter are the best as they do work with octane instances

Alternatively using 'Geometry' on hair and fur will still convert to mesh at render time and be a big hit on memory, but the advantage being it'll retain any animation/interaction with the scene which you wouldn't get if you converted it into a mesh with the tools.

Re: OctaneRender® for 3ds max® v1.17[Test]

Posted: Tue Jun 11, 2013 1:16 pm
by nildoe
I updated octane on my max14 to 1.17 yesterday, i tested it out and it was rendering just fine..
today i find that octane has been de-activated, i try to activate its constantly saying that cannot connect to server :(.

But Octane standalone (1.10) is still activated. might it be a problem with my connection or with 1.17?

I deactivacted the license thru my account, it was deactivated..i waited more than 1 hour and tried to re-activate in max11 octane ve 1.13... it activated, but when i wanted to use 1.17 in my max14 installation it said de-activated again! :(, i went to DE-activate thru my account, it did..now im still waiting for another hour to pass.

Nildo