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Re: OctaneRender® for 3ds max® v1.31[Test]

Posted: Sun Feb 16, 2014 11:48 am
by bicket
Karba wrote:
tonycho wrote:Hi Karba, sorry for asking many times

when you plan to implement hair fur and region?
thats ok if still no plan yet, but let us know the Octane3dsmax road map :)
so I can prepare for my future project
That will probably be available in 2.x. Don't ask me when.
Hi Karba
I can't understand why region render is so difficult to implement :?:

1 - select a region on the screen, a simple rectangle will do the job.
2 - calculate new region dimensions and center.
3 - calculate new Lens = original Lens * original width / region width
4a - calculate x shift = (region x center - original x center) / region width
4b - calculate y shift = (region y center - original y center) / region height
5 - render the region in the right place of the frame buffer
See image below ...

I think a simple script could do the job in 3dsmax : scripters are welcome.
NB : a good think would be to take in account the original x and y shift.

that's all folks :D


[EDIT] I made a mistake : zero-zero must be down-left because Y shift >0 is Up.

Re: OctaneRender® for 3ds max® v1.31[Test]

Posted: Mon Feb 17, 2014 8:51 am
by dawe
Thanks!
I wonder; When will we be able to use xref without merging the materials? or even the containers?

best
Daniel

OK I see now. It works on xref object, except for lights, but xref scene don´t work at all. Xref object is great though!

second edit: It works on single octane materials but not multi-sub materials!
//Daniel

Re: OctaneRender® for 3ds max® v1.31[Test]

Posted: Mon Feb 17, 2014 5:40 pm
by solomon
Karba wrote:
solomon wrote:Hi Karba, I think there is a bug in this version as in previous versions when it comes to the shadow catcher ~ when I apply a shadow catcher to a ground plane and apply a texture environment, the effect is not honored in reflective surfaces.

What shows up in the reflective surfaces is the default color or the texture of the ground plane, instead of reflecting the full environment with the shadow catcher showing the texture environment as the ground plane..

is there a work around or am I missing something?
Shadow catcher doesn't work with reflections, only with diffuse component.
so is there a work around? whereby the ground plane using the shadow catacher can be mapped with the texture environment so it can show up in the reflections?

Re: OctaneRender® for 3ds max® v1.31[Test]

Posted: Tue Feb 18, 2014 9:21 am
by kevinshane
bicket wrote:
Karba wrote:
tonycho wrote:Hi Karba, sorry for asking many times

when you plan to implement hair fur and region?
thats ok if still no plan yet, but let us know the Octane3dsmax road map :)
so I can prepare for my future project
That will probably be available in 2.x. Don't ask me when.
Hi Karba
I can't understand why region render is so difficult to implement :?:

1 - select a region on the screen, a simple rectangle will do the job.
2 - calculate new region dimensions and center.
3 - calculate new Lens = original Lens * original width / region width
4a - calculate x shift = (region x center - original x center) / region width
4b - calculate y shift = (region y center - original y center) / region height
5 - render the region in the right place of the frame buffer
See image below ...

I think a simple script could do the job in 3dsmax : scripters are welcome.
NB : a good think would be to take in account the original x and y shift.

that's all folks :D
Amazing JOB!!! please tell me about how to calculate the new x and y lens shift when the original render has its own lens shift!!! It's very important!!! for example , original render res is 1080P with X lenshift=0.5 and Y lenshift=0.2!! Please tell me how to do the formula!!!!Thank you so much!!!!

Re: OctaneRender® для 3ds max для v1.31[Тест]

Posted: Tue Feb 18, 2014 12:51 pm
by Goldisart
превратить вас в следующей версии Дублирование материала ? или регулирования мощности АО прямой свет ? и

Re: OctaneRender® for 3ds max® v1.31[Test]

Posted: Tue Feb 18, 2014 5:56 pm
by bicket
kevinshane wrote:
Amazing JOB!!! please tell me about how to calculate the new x and y lens shift when the original render has its own lens shift!!! It's very important!!! for example , original render res is 1080P with X lenshift=0.5 and Y lenshift=0.2!! Please tell me how to do the formula!!!!Thank you so much!!!!

just a bit of geometry ...
here a calc file with formulas assuming zero-zero is the down-left of the image.


For sure, vigneting and post proc will not work well that way.

Re: OctaneRender® for 3ds max® v1.31[Test]

Posted: Wed Feb 19, 2014 12:14 am
by kevinshane
bicket wrote: just a bit of geometry ...
here a calc file with formulas assuming zero-zero is the down-left of the image.


For sure, vigneting and post proc will not work well that way.

:o :o That's really amazing!!! best post for this forum ever!!!! Thank you so much sir!!

Re: OctaneRender® for 3ds max® v1.31[Test]

Posted: Wed Feb 19, 2014 12:52 am
by kevinshane
bicket wrote:
kevinshane wrote:
Amazing JOB!!! please tell me about how to calculate the new x and y lens shift when the original render has its own lens shift!!! It's very important!!! for example , original render res is 1080P with X lenshift=0.5 and Y lenshift=0.2!! Please tell me how to do the formula!!!!Thank you so much!!!!

just a bit of geometry ...
here a calc file with formulas assuming zero-zero is the down-left of the image.


For sure, vigneting and post proc will not work well that way.
:o :o :o :o tested and worked!!! again thank you so much Sir!!! u just turn me on :lol: :lol: :lol:
I will try to make a small video to show everyone this such amazing gift!!!!! :P :P :P
but still,a simple max script can do the whole job!!!!! :| :|

Re: OctaneRender® for 3ds max® v1.31[Test]

Posted: Wed Feb 19, 2014 2:20 am
by tonycho
kevinshane wrote:
bicket wrote:
kevinshane wrote:
Amazing JOB!!! please tell me about how to calculate the new x and y lens shift when the original render has its own lens shift!!! It's very important!!! for example , original render res is 1080P with X lenshift=0.5 and Y lenshift=0.2!! Please tell me how to do the formula!!!!Thank you so much!!!!

just a bit of geometry ...
here a calc file with formulas assuming zero-zero is the down-left of the image.


For sure, vigneting and post proc will not work well that way.
:o :o :o :o tested and worked!!! again thank you so much Sir!!! u just turn me on :lol: :lol: :lol:
I will try to make a small video to show everyone this such amazing gift!!!!! :P :P :P
but still,a simple max script can do the whole job!!!!! :| :|
Thanks Bicket

And thanks Kevin for the video.
Waiting for it. Actually I need your video to understand hahaha

Re: OctaneRender® for 3ds max® v1.31[Test]

Posted: Wed Feb 19, 2014 4:08 am
by kevinshane
Thanks Bicket

And thanks Kevin for the video.
Waiting for it. Actually I need your video to understand hahaha
:) :) Already done!! I am rendering the video now ;)