OctaneRender® for 3ds max® v1.0 beta 2.58c[OBSOLETE]
Forum rules
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
Hi merid888, have you added any type of lighting for the scene.
hi MaTtY631990, none light, just teapot for test 2.58 version, could be the driver version ? is the driver in the original disk of graphic card 2 years ago
- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
The driver that came with original disk was 197.41. Upgrading to the latest driver 296.10 might help if it is a display issue. Adding light might solve it, since nothing is displayed without any lighting in the scene. Go to render setup - environment and click on the environment tab and put a octane texture/environment node into it and drag/drop to material editor and create an instance. Create simple diffuse materials for the teapots with different colors. Now test and render to see if the teapots are displayed.
Another thing, as 2013 came out it would be a good time to release also the 2013 version of octane3dmax plugin..
I tried the 3dmax to standalone plugin - seems to work fine -
I got up in testing the GPU cloth simulations now available with 2013 - and I like it a lot, so wanted to test out the octane 3dmax plugin and doesn't work.
I tried the 3dmax to standalone plugin - seems to work fine -
I got up in testing the GPU cloth simulations now available with 2013 - and I like it a lot, so wanted to test out the octane 3dmax plugin and doesn't work.
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
Karba mentioned since 3dsmax 2013 has lots of changes to the SDK it will take about 1-2 weeks to compile a new version of the plugin.
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
Hi Karba
what about the new light source sampling feature?. You already implemented it?
what about the new light source sampling feature?. You already implemented it?
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Hi there,
is there a way to speed up material preview without changing overall render settings? Maybe a plan to have seperate setting for material and render?
UPDATE: It seems there is another problem. I switched of auto update in material editor, still it hangs for a while when opening the first time, also sometimes when switching between materials. The update of the material itself on manual update is fast, guess also in auto-mode.
Thanks and cheers.
is there a way to speed up material preview without changing overall render settings? Maybe a plan to have seperate setting for material and render?
UPDATE: It seems there is another problem. I switched of auto update in material editor, still it hangs for a while when opening the first time, also sometimes when switching between materials. The update of the material itself on manual update is fast, guess also in auto-mode.
Thanks and cheers.
Inte i7 3770k | 24 GB | GTX580 / 3GB + Geforce GTX 470 1.5GB Win7 64bit
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
In 2.8 light sources are sampled by power instead of area?Karba wrote:Hi Gabrielegabrielefx wrote:Hi Karba
what about the new light source sampling feature?. You already implemented it?
Is is implemented since first 2.58 plugin build
http://www.refractivesoftware.com/forum ... 33&t=19731
Do I tweak again all lights made with the previous release?
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB