OctaneRender® for 3ds max® v2.06a (proxy support)

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gabrielefx
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3dgeeks wrote:Is it possible to still add a displacement override, as this may enable some renders to progress without needing to hunt down every displacement in xrefs and materials.
+1
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temp-64GTX
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New Octane versions is breaks icons in max2014. Fix is please. I have eye bleeding, when I look at the broken icons.
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bicket
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Hi karba

i have a personal request for 3dsmax plugins :
focus type as camera "target focus" is very usefull but when the camera is animated the target is not always the focus need do be done

is it possible to have a new feature that do this
- assign an object so that the camera focus is made at the object distance (for example the pivot point of the object)
- that way i can animate my camera and i'm sure that the focus is always done at the good distance.

Thanks in advance.
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gabrielefx
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in animations to focus different objects at different distances you can add keyframes when the camera moves. I do it in real time scrubbing the timeline with auto keyframe on and picking the target focus.
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merid888

thank you karba, i been tested the new reléase 2.06a and Works fine
regards octanerender team !! ;)
HHbomb
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@ gabrielefx, hi, how do you create keys ? In auto key mode no keys are created when picking in octane viewport, and focus depth don't seem to be animatable ???
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HHbomb
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It seems that in 2.06a hair and fur are no more rendered in realtime (octane viewport)
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HHbomb
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I have a difference between viewport / octane viewport - octane render. With standard camera when using "Perspective Match"
Can't use octane camera because it don't work with target camera...
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YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
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Karba
OctaneRender Team
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3dgeeks wrote:Hi Karba,

Great work. We will be giving them a try.

In your opinion if we want to render animations with moving people, would it be faster and use less memory to use animated proxies or meshes with bipeds.?
memory usage will be the same
render speed will be a little bit slower
geometry preparation will be much faster.
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Karba
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3dgeeks wrote:Is it possible to still add a displacement override, as this may enable some renders to progress without needing to hunt down every displacement in xrefs and materials.
I will make this option.
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