Re: OctaneRender® for 3ds max® v1.17[Test]
Posted: Mon Jun 10, 2013 9:43 pm
We are investigating this issue.temp-64GTX wrote:A bug with glass is still here.
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We are investigating this issue.temp-64GTX wrote:A bug with glass is still here.
Fixed. Wait for a new version.temp-64GTX wrote:A bug with glass is still here.
Cool. Thanks.Karba wrote:Fixed. Wait for a new version.
Fixed. Wait for a new release.Vanya wrote:I'm sorry but where is it, I've seen it.
damn - why didn't I see this earlier - I was doing some hair renders and converted to mesh - memory killswitch -darkline wrote: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/animationmykola1985 wrote:no news about hair and fur yet?
with ''geometry mode'' it still doesn't render..
Karba can you please fix this so we don't have to do the workaround to render fur?
So, since nobody answered... I guess I have to re-install Max?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...
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.acc24ex wrote:damn - why didn't I see this earlier - I was doing some hair renders and converted to mesh - memory killswitch -darkline wrote: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/animationmykola1985 wrote:no news about hair and fur yet?
with ''geometry mode'' it still doesn't render..
Karba can you please fix this so we don't have to do the workaround to render fur?
- 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