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Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 9:07 am
by Dom74
Karba wrote: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.
Are you talking about Octane Camera or Standard one?
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.
Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 9:19 am
by boris
Dom74 wrote:Karba wrote: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.
Are you talking about Octane Camera or Standard one?
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.
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?
Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 9:31 am
by boris
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
Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 9:52 am
by boris
then:
is this the right behavior?
object mode just work for movable proxies?
cheers
boris
Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 9:52 am
by Dom74
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?
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.
Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 10:00 am
by boris
Dom74 wrote: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?
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.
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)...
hope this helps a little
Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 10:16 am
by darkline
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.
Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 10:44 am
by DIO
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.
Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 11:26 am
by boris
DIO 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.
+1
Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 11:28 am
by Ibon_83
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
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.
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!