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Re: OctaneRender® for 3ds max® v2.22.2 - 1.2 [TEST]

Posted: Sat Apr 18, 2015 11:46 am
by Dom74
nildoe wrote:Hi Jim.


How can we install to max 2016?

Nildo
Just copy the 2015 files in 2016 directory, works fine.

Re: OctaneRender® for 3ds max® v2.22.2 - 1.2 [TEST]

Posted: Sat Apr 18, 2015 12:13 pm
by nildoe
got it! thx!!

is it just me or the shadows pass is not working?

Or maybe i dont get the workflow of it..basically i have a test..i made a teapot a plane as floor and sun...

i wanted to to see the shadow pass in octane viewport only, the rest would be as alpha..i have checked alpha shadows and BG in the kernel.

but all i get is a WHITE image..

Am I doing something wrong

Nildo

Re: OctaneRender® for 3ds max® v2.22.2 - 1.2 [TEST]

Posted: Sat Apr 18, 2015 3:03 pm
by johnkomnos
Hi,

I confirm also that all lightpasses in render elements are changed as "reflections" pass.

Re: OctaneRender® for 3ds max® v2.22.2 - 1.2 [TEST]

Posted: Sun Apr 19, 2015 9:28 am
by Pancir
Friends! Can check a bug?
Create a teapot, pointing him a "movable proxy", do 10,000 copies.

Open octane viewport, but only through the "quad menu", not through "render settings"
Begins to render, close the window.
Nothing changes, open octane viewport again. 3dMax is crash.
3dmax version 2014, 2015.

Re: OctaneRender® for 3ds max® v2.22.2 - 1.2 [TEST]

Posted: Sun Apr 19, 2015 9:54 am
by johnkomnos
Pancir wrote:Friends! Can check a bug?
Create a teapot, pointing him a "movable proxy", do 10,000 copies.

Open octane viewport, but only through the "quad menu", not through "render settings"
Begins to render, close the window.
Nothing changes, open octane viewport again. 3dMax is crash.
3dmax version 2014, 2015.
Yes, crash here also even through "render settings"! It also happens in 3dsmax 2016.

Re: OctaneRender® for 3ds max® v2.22.2 - 1.2 [TEST]

Posted: Sun Apr 19, 2015 2:03 pm
by DIO
First of all, thanks for the new release and the cool new features :)

I was so happy hearing about the Object Masks via object layer ID and the render layer setup property, but I´m afraid,
I don´t get it somehow.

Setting all my object in the scene to object layer ID 1 and the one I need the mask for to f.e. 2 works great when rendering
through octane viewport and enabling the Render layer setup and setting active layer ID to 2.

But I would like to render my layer mask with alpha on the fly when rendering through 3dsmax.
So I set up Render Layer ID- and Render Layer Mask-Passes in the Render Elements and activated "Start after beauty" in the info passes setup in Kernel properties.
But both passes that are rendered and saved after the beauty Layer are looking exactly the same as an Object ID pass.
All objects are visible with randomly assigned colors and no specified objects in alpha channel. Is this a bug or meant that way ?

What I would really love:

I want the result given through the octane preview window when Render layer setup ist activated for multiple objects via the Render Elemets. So there needs to be the same Object Layer ID setting as it is in the Octane object properties, also inside the
Render Layer ID Element.
That way I could setup multiple Render Layer ID Elements for multiple objects and getting the masks for the objects I need
with just one render.
An Alpha of each object would be enough, the RGB of the Render ID Element doesn´t need to look like the beauty pass, just any color would suffice.
Is that understandable and doable in any way ? :)

Re: OctaneRender® for 3ds max® v2.22.2 - 1.2 [TEST]

Posted: Sun Apr 19, 2015 2:38 pm
by HHbomb
hello
could it be possible for next releases to have files and not just an installer ?
Sometimes one is better,.
Thanks

Re: OctaneRender® for 3ds max® v2.22.2 - 1.2 [TEST]

Posted: Mon Apr 20, 2015 11:24 am
by Goldisart
Diffuse direct



JimStar
Question -
are there plans for octane to support the standard bitmap ?

---- thank

Re: OctaneRender® for 3ds max® v2.22.2 - 1.2 [TEST]

Posted: Mon Apr 20, 2015 11:45 am
by Goldisart
Render Element





I can not Render Elements Perhaps am I doing something wrong

Re: OctaneRender® for 3ds max® v2.22.2 - 1.2 [TEST]

Posted: Mon Apr 20, 2015 1:20 pm
by RobSteady
Goldisart wrote:are there plans for octane to support the standard bitmap ?
+1
Just drag&drop textures would be a great timesaver.