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Re: OctaneRender® for 3ds max® v1.0 beta 2.58[TEST]
Posted: Tue Apr 03, 2012 4:44 pm
by pyrnik
does not change the brightness of daylight when the power. in the previous version it worked
Re: OctaneRender® for 3ds max® v1.0 beta 2.58[TEST]
Posted: Wed Apr 04, 2012 5:57 pm
by snake12
does not change the brightness of daylight when the power. in the previous version it worked, and the hdr is the same problem. Also Octane Ligth in meter units 3dmax is no have power.
Re: OctaneRender® for 3ds max® v1.0 beta 2.58[TEST]
Posted: Wed Apr 04, 2012 6:24 pm
by peterd
Small remark:
Tab key does not change focus of text boxes in succession (it skips some).
Re: OctaneRender® for 3ds max® v1.0 beta 2.58[TEST]
Posted: Thu Apr 05, 2012 5:40 am
by Karba
I have fixed it. Wait for a new version.
Does anybody have mental ray scene?
I expand material convertor and need to test it.
Re: OctaneRender® for 3ds max® v1.0 beta 2.58[TEST]
Posted: Thu Apr 05, 2012 6:12 am
by tehfailsafe
I have 7 MR scenes I just hand converted........
Send over I'll test em.
Re: OctaneRender® for 3ds max® v1.0 beta 2.58[TEST]
Posted: Thu Apr 05, 2012 7:03 am
by Karba
tehfailsafe wrote:I have 7 MR scenes I just hand converted........
Send over I'll test em.
I am not a superman. I can't do everything at one time. Sorry...
Re: OctaneRender® for 3ds max® v1.0 beta 2.58[TEST]
Posted: Thu Apr 05, 2012 7:04 am
by mbetke
I think more important a mental ray would be a standard material converter but even with a MR converter my workspeed will be faster because it eats up a good amount of time to convert materials usually.
Re: OctaneRender® for 3ds max® v1.0 beta 2.58[TEST]
Posted: Thu Apr 05, 2012 7:17 am
by Karba
mbetke wrote:I think more important a mental ray would be a standard material converter but even with a MR converter my workspeed will be faster because it eats up a good amount of time to convert materials usually.
standard materials are converted already. I just didn't rename a converter button.
Re: OctaneRender® for 3ds max® v1.0 beta 2.58[TEST]
Posted: Thu Apr 05, 2012 7:52 am
by gabrielefx
any plan to add the gradient ramp node?
I know it needs its own interface,
Karba, could you redirect Max gradient ramp mat outputs to the Octane ramp node inputs?
Re: OctaneRender® for 3ds max® v1.0 beta 2.58[TEST]
Posted: Thu Apr 05, 2012 8:08 am
by tehfailsafe
Karba wrote:I am not a superman. I can't do everything at one time. Sorry...
I wasn't angry, just laughing at the timing... And you ARE a superman! haha
If you want to test them PM me, I converted them by hand so I know what they need to do from Arch and Design materials.