I have tested with an octane camera, try to shift camera X or Y, that's OK, and as soon as you put a camera correction modifier, the lens shift become inactive.Karba wrote:Are you talking about Octane Camera or Standard one?Dom74 wrote:Lens shift camera don't work with a camera correction modifier, also, values for camera correction are set too small, enormous change with 0.01 value, can you change the ratio, It will be more comfortable to use.
OctaneRender® for 3ds max® v1.50a
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Win7 x64 - 3DSMAX 2019 - 32GB RAM - 1080 TI
Isn't that the whole point? camera correction is designed to let the max standard camera shift. for octane camera you do not need it because there is the shift option. i don't think it's a good idea to mix them - that is probably the reason why karba disabled the shift function when using that modifier.Dom74 wrote:I have tested with an octane camera, try to shift camera X or Y, that's OK, and as soon as you put a camera correction modifier, the lens shift become inactive.Karba wrote:Are you talking about Octane Camera or Standard one?Dom74 wrote:Lens shift camera don't work with a camera correction modifier, also, values for camera correction are set too small, enormous change with 0.01 value, can you change the ratio, It will be more comfortable to use.
anyway why do you need shift when you have camera correction and contrariwise?
Last edited by boris on Tue Apr 08, 2014 9:33 am, edited 1 time in total.
P6T7 WS SuperComputer / i7 980 @ 3.33GHz / 24 GB / 1500W + 1200W PSUs / 6x GTX 680 4 GB + 1x Tesla M2070 6GB (placeholder
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karba
tnx for the release.
about that gradient texture.
IMO that texture should work in situations like shown in my screenshot and should have projection/transform settings, too:
I really do not get how this should work at the moment.
tnx
boris
tnx for the release.
about that gradient texture.
IMO that texture should work in situations like shown in my screenshot and should have projection/transform settings, too:
I really do not get how this should work at the moment.
tnx
boris
P6T7 WS SuperComputer / i7 980 @ 3.33GHz / 24 GB / 1500W + 1200W PSUs / 6x GTX 680 4 GB + 1x Tesla M2070 6GB (placeholder
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In some case, it can be usefull, using lens shift to correct perpective is a pain as when can't see the changes in the viewport, also, camera type spherical and cylindrical are not working too with camera correction modifier.boris wrote: Isn't that the whole point? camera correction is designed to let the max standard camera shift. for octane camera you do not need it because there is the shift option. i don't think it's a good idea to mix them - that is probably the reason why karba disabled the shift function when using that modifier.
anyway why do you need shift when you have camera correction and contrariwise?
Win7 x64 - 3DSMAX 2019 - 32GB RAM - 1080 TI
I know. my current workaround is to use octane camera, disable safe frames and make the camera viewport somehow portrait or quadratic. then you have the visual feedback from the octane camera (top and bottom line)...Dom74 wrote:In some case, it can be usefull, using lens shift to correct perpective is a pain as when can't see the changes in the viewport, also, camera type spherical and cylindrical are not working too with camera correction modifier.boris wrote: Isn't that the whole point? camera correction is designed to let the max standard camera shift. for octane camera you do not need it because there is the shift option. i don't think it's a good idea to mix them - that is probably the reason why karba disabled the shift function when using that modifier.
anyway why do you need shift when you have camera correction and contrariwise?
hope this helps a little
P6T7 WS SuperComputer / i7 980 @ 3.33GHz / 24 GB / 1500W + 1200W PSUs / 6x GTX 680 4 GB + 1x Tesla M2070 6GB (placeholder
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Still no background image support in octane viewport? This has been part of standalone for AGGGEEESSSSSSS.
This is an incredibly useful feature for VFX artists to match lighting.
This is an incredibly useful feature for VFX artists to match lighting.
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
And at least a second mapping channel supported. Please. I find it so important for texturing.
The 2d transformations are great, but sometimes it is just the best to apply a second UV mapping on a seperate channel.
The 2d transformations are great, but sometimes it is just the best to apply a second UV mapping on a seperate channel.
corei7-4930k 6 x 4,0 Ghz, 32GB RAM, 2x 980 Ti
Win7 64bit, 3dsmax 2014 / 2015
Win7 64bit, 3dsmax 2014 / 2015
+1DIO wrote:And at least a second mapping channel supported. Please. I find it so important for texturing.
The 2d transformations are great, but sometimes it is just the best to apply a second UV mapping on a seperate channel.
P6T7 WS SuperComputer / i7 980 @ 3.33GHz / 24 GB / 1500W + 1200W PSUs / 6x GTX 680 4 GB + 1x Tesla M2070 6GB (placeholder
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Hi Kevin, i've tried to use your method and it seems that although Octane Render supports Corona Proxys it doesn't support the materials.Never Mind~~~ I found a *F*I*N*A*L* solution for distrubuting super large scale with high poly trees!! Check it out!!
I am using Corona Render proxy object(turns out corona support octane render)
1.First u need to download corona render(google that and it's a free render engine)
2.create a corona proxy object and save the .cmesh file to your hard drive
3.open octane real time viewport window, you will see the magic
4.btw octane also support "point cloud" and "wire box" display option(those option are directly coming from corona proxy)
Finally we can cheat by using .cmesh file to some kind of octane's own proxy mesh file!!
here are some snapshots
002.jpg
001.jpg
I use corona "wire bounding box" display option,but also octane can read "point cloud" and "box"
Shane
I've created a simple teapot and assign an octane material to it, then made a corona proxy and loaded into the scene. Unfortunately any materials showing in the geometry

Have you find a solution for it?
Many thanks!