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Re: v3 dev update
Posted: Mon Nov 02, 2015 11:19 am
by insanitywolf
can't wait.
any infos about using cinema4d Cameras for projectionmapping?
Same question for nuke

Re: v3 dev update
Posted: Mon Nov 02, 2015 3:00 pm
by sethRichardson
Yambo wrote:Round edges? this is super important for some people ! Hope you׳ll address it in the upcoming v3.
Yup its the only thing preventing me from using it on our product renders here. Don't have time to go re-topo a ton of cad or add a ton of geo with fillets. The meshes are already very dense.
Broken feature hope it gets attention sooner than later.
Other than that 3.0 looks amazing good work guys.
Re: v3 dev update
Posted: Tue Nov 03, 2015 10:10 am
by Rikk The Gaijin
Good news indeed.
I'm just disappointed to see nobody has taken care of the UI/Gizmo/Manipulator issue a lot of people are asking since v1.
It's something that would help TREMENDOUSLY when you use the standalone, reducing the need to apply changes in a third party application.
Please, PLEASE add those manipulators for move/rotate/scale, an option to switch between local/global rotation pivot, and the possibility to detach the render window for people with two or more screens.
Thanks you.
Re: v3 dev update
Posted: Tue Nov 03, 2015 1:05 pm
by Dmi3ryd
I'm just disappointed to see nobody has taken care of the UI/Gizmo/Manipulator issue a lot of people are asking since v1.
+1
Re: v3 dev update
Posted: Tue Nov 03, 2015 4:29 pm
by Elvissuperstar007
Rikk The Gaijin wrote:Good news indeed.
I'm just disappointed to see nobody has taken care of the UI/Gizmo/Manipulator issue a lot of people are asking since v1.
It's something that would help TREMENDOUSLY when you use the standalone, reducing the need to apply changes in a third party application.
Please, PLEASE add those manipulators for move/rotate/scale, an option to switch between local/global rotation pivot, and the possibility to detach the render window for people with two or more screens.
Thanks you.
+1
Re: v3 dev update
Posted: Tue Nov 03, 2015 4:58 pm
by FrankPooleFloating
- Adding functionality that makes rendering more robust tries to recover failed GPUs or slaves.
- Adding the support of save+resume of renderings.
- Adding advanced texture baking, like light fields.
- Introducing "specialized kernels" to remove the 2GB limit we currently have for geometry primitives.
- OSL
- OpenCL
- Various other stuff like object handles to translate/rotate/scale instances...
I was reading that as objects in general, including instances... Gotta be for objs too, right?
Re: v3 dev update
Posted: Sat Nov 07, 2015 8:34 pm
by RobSteady
Abstrax, no statement towards plugin development?
(See my post earlier)
Re: v3 dev update
Posted: Sat Nov 07, 2015 9:19 pm
by Goldorak
RobSteady wrote:Abstrax, no statement towards plugin development?
(See my post earlier)
Regarding the specific point you brought up, there is a dedicated dev working on material conversion full time:
viewtopic.php?p=253508#p253508
Re: v3 dev update
Posted: Sun Nov 08, 2015 8:33 am
by RobSteady
Goldorak wrote:Regarding the specific point you brought up, there is a dedicated dev working on material conversion full time:
viewtopic.php?p=253508#p253508
Yes, I know and this is great.
But JimStar will not get any support for the general plugin development?
So there will always be one guy responsible for at least three plugin versions (3ds Max, Blender, Maya)?
Re: v3 dev update
Posted: Mon Nov 09, 2015 8:06 am
by Elvissuperstar007
Goldorak wrote:RobSteady wrote:Abstrax, no statement towards plugin development?
(See my post earlier)
Regarding the specific point you brought up, there is a dedicated dev working on material conversion full time:
viewtopic.php?p=253508#p253508
JimStar He wrote that he still did not provide a license vray
Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]
I delete here anything regarding "internal convertor" that has been already discussed and explained in early 2.X threads.
Regarding Vray convertor: you still need to wait before I will get the possibility to improve it. Karba was supplied by Vray license by Otoy, but I still have not been supplied by Vray license, I still don't have it. I asked many times about it. So, I can't develop anything related to Vray for 3ds Max at the time.