buggy ass hell and almost nothing is supported

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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thanulee
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Joined: Sat Dec 19, 2015 11:00 pm

I completely agree with Gabriel. I dont wanna bitch, but im disappointed too with my purchase cause of the non compatible max maps.
It binds my hands so bad when it comes to creating materials or using animated maps. I also have the impression that other octane plugins seem more complete than the max one and v3 is already released to most of other programs if im not mistaken.

And ofc... who cares for open shaders... We are not programmers and the reason we bought octane is artistic freedom. Unless i got something wrong, this is what v3 is offering instead of native 3ds max maps right? I hope a dev will read this thread cause is to the point of what max plugin needs.
thank u for ur time
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RobSteady
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Best features added in the past: Color Correction & Highlight Compression.
Keep it basic and simple ;)

Not volumetrics, not baking, not deep pixels...
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
mark0spasic
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Joined: Thu Mar 08, 2012 4:46 pm

RobSteady wrote:Best features added in the past: Color Correction & Highlight Compression.
Keep it basic and simple ;)

Not volumetrics, not baking, not deep pixels...
I agree but baking is nice.
AMD FX 6300, 24 GB RAM, Gigabyte ga-990fxa-ud5, 2x MSI GTX 780 3GB
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pixonoid
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Joined: Wed Sep 23, 2015 10:29 am

" If it all works, this functionality will eventually be added to all the other V3 plug-ins"
That is a far to fuzzy statement for my part and could take forever....

i ask myself if a dedicated team working on experimental features would be better instead of blocking max progression by having its dev working on experiments?
been following all the threads about the progress sofar and either the devs go completly silent or we get new features announced wich pushes everything back even further.

if you would like some backup on the plugin coding i would love to get in contact with you about it.
GPU - 2x Gigabyte GTX1080 8GB + 1x EVGA GTX980 TI sc | CPU - Intel i7-4790K@ 4.0GHz | OS - Windows 10 Pro 64-bit - 32 GB RAM | 3Dsmax - many
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RobSteady
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pixonoid wrote:" if you would like some backup on the plugin coding i would love to get in contact with you about it.
Would be great to have dedicated Max plugin developer but OTOY is clearly not interested in speeding up the progress for the plugin.
They're busy with VR, baking, UE4, volumetrics which is great but let's get the basics fixed first.

Really sad...such a great software. Such a slow progress.
I gave up spending my time asking for stuff.
Last edited by RobSteady on Wed Feb 10, 2016 5:24 pm, edited 1 time in total.
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
Moonhowl
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Joined: Tue Apr 13, 2010 12:07 pm
Location: London

I agree with the fact (and it's a fact!) that other plugins are way better implemented into their respective packages. I gathered as much when watching octane tutorials for cinema 4d and half the time all that was going through my head was "ok, I can't use this with Octane in Max, I can't do that with Octane in Max".

Even though Max surely must be one of the biggest if not the biggest user groups out there.

Go figure.
Asus V Extreme motherboard, i7-5930K CPU, 32 GB DDR4 Quad Channel RAM, 3x Nvidia Geforce 1080ti, Windows 7 Ultimate 64, 3DS Max 2019 64
Gestaltdesign
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Yep, pretty sure Max is the most universally used 3D software. It ain't gonna change any time soon either, too much industry investment.
Moonhowl
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I mean come on guys, it's been 5 years now since I got into beta. Put it on the shelf as it was not quite ready at the time for complex arch viz, and picked it up again mid last year.

I absolutely love it. I really do.

t's really really great, when it comes to workflow and quality/speed there is no rival out there, I've tried a few over the years. The problem is though, any speed/quality advantage will be squandered threefold while you are searching for obscure solutions to the simplest of functionalities on the scrapyard of the internet.

At this pace, by the time you make functionality and plugin implementation as wholesome as the shittiest commercial render engine out there, I'll be dead.

3DS Max seriously needs a single dedicated developer. If that, as I read, is not the case it would be just too ridiculous to believe.

Tell OToy to stop being effing greedy and employ an additional person to focus on max plugin development and then Karba is free to use his vast brain (i'm not being sarcastic) to experiment on holofields or radioactive mittens or whatever (now I'm being sarcastic).

Otoy still have responsibilities toward all the users that bought the licences and helped Octane to even get to the point where it was taken over by some corporation with lofty holographic hollywood dreams.

So basically, this is b*****.

You're trying to build a skyscraper but forgot to put in doors and elevators. The view is awesome, but people are either unable to get in completely or it will only take them to certain floors.

There is a whole bunch of half arsed attempts at implementing plugins that I've come across in mere 7, 8 months, and that either work partially (like realflow where you have to run a script that makes max pretend it's doing one single shot at a time, that's when it works, but exported to standalone it screws up frame rate totally for some reason - when I asked about it here none were given) or work in max and not in standalone (like multiscatter geometry updating itself with animation in max plugin but won't budge in standalone).

Not to mention the simpler things like animated textures for which you have to scour the web to find 3 scripts some poor sods left with no other choice put together and yell with joy when one of them actually works, or the inability to UVW Ids with maps.

Put things in order, make it work, and then move on. Or move on while someone else is working on the plugin specifically.

So when people ask me "what is octane like" I say "it's friggin awesome, I've completely replaced Vray with Octane for my personal work".

But if my boss asked me if it's viable for a high end arch viz studio I'd have to be honest and say "ummm...well...apart from obviously implementing and learning this new render engine there is a thing of finding a workaround for 30% of the things we are used to doing on the fly now"

Just pull your heads out of your, well you know where, with regard to these issues and FIX IT. Stop avoiding the issues that plague the 3DS max plugin as it is clear by browsing these forums there are many.
Asus V Extreme motherboard, i7-5930K CPU, 32 GB DDR4 Quad Channel RAM, 3x Nvidia Geforce 1080ti, Windows 7 Ultimate 64, 3DS Max 2019 64
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thanulee
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Joined: Sat Dec 19, 2015 11:00 pm

Well i noticed another fail feature in latest plugin.. multiple gpus are not utilised proper when full priority is on so the one is underperforming like 1/3 of its power... i paid the freaking standalone to have this plugin and invested heavily in gpus and now this... i tested benchmark works 100% both gpus, i tested vray rt same, i tested previous plugin version octane same.... the latest one is problematic and i dont wanna go 1 version back and lose my materials...
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acc24ex
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first switched to 3dsmax from c4d thinking the support will come for 3dmax faster than c4d - and than it turned out c4d plugin has way more feature - that's a bit disapointing - but still I'm using it every day..
- now I'm still running with the old plugin, the one Karba developed

- I like the changes jimstar made, but something went off, and it seems to be buggy (hard crashes) and sluggish, so I'm sticking with 2.21.1 kernel for that reason.. I cannot debug and test any more, I need to work on it - a lot

- now I like it as it is, and I can do a hell of a lot with octane than with anything else, but now I'm thinking v3 will not have anything to offer to me since number 1 thing I'm looking for is stability, and compatible materials with the older kernel, since I'm at a point where all my time is dedicated to the creative work, the technical part of fixing it up and debugging is wasting my time..

- so yeah, what I would very much like from otoy, and all of us here - is to hire 10 people to work on the 3dsmax plugin, and make it fucking glorious peace of art that it deserves to be - with speeds as fast as possible, all features enabled, and usage of max native and 3rd party shaders

that being said look at my artstation feed
https://www.artstation.com/artist/kresimirjelusic

I'm fucking working with this every day, and it's my #1 renderer, also got hired to work full time in a new startup now where all of my work is going to be octane rendered, and if all goes well those renders will as well be responsible in helping this company to level up, and it has a lot of money invested in everything - this is turning up into a serious business, so make it as serious back

- so.. damn it, I love you guys - so share the love back, make the 3dmax octane plugin amazing - and make it the shittt it deserves, I'm bombarding poeple with renders on a daily basis - and basically advertising, for years now

It is time to make it as awesome as it deserves to be !

I'm not gonna switch renders, but I just may not buy the 3.0 now anymore, because the changes so far have not benefited me .. so it's up to you developers now - make me spend money, make it so that there is absolutely no choice but to buy the new version, and let us all advertise it and spread the good news - the 3.0 might as well be the turning point
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