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Re: Hair and Fur support?
Posted: Mon Apr 22, 2013 7:27 am
by solomon
darkline wrote:When did this get fixed?
Using 3dsmax 2014 you can now use 'hair and fur' with octane. Just check the option to turn your hair to geometry at render time. Previously I had to convert the hair to a mesh from within the plugin - but that meant you couldn't have animated hair/grass, now you can.
I did this super quick cheap test to see if it worked.
Thanks Karba whatever you did, this is very useful
Do you mind, sharing a screen grab of the turn your hair to geometry at render time? I have tried it but it's not rendering the hairs
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Mon Apr 22, 2013 9:33 am
by truerender
Strange star in post processing after 2000 - 3000 samples
Re: Hair and Fur support?
Posted: Mon Apr 22, 2013 10:18 am
by darkline
solomon wrote:
Do you mind, sharing a screen grab of the turn your hair to geometry at render time? I have tried it but it's not rendering the hairs
Hi Solomon,
Did you read the following post where I outlined the steps under which it would work? (I only found this out when I went back to render the next day).
The 'geometry' setting is in Max's 'Environment and Effects' window (push 8 on keyboard to bring up environment/effects tabs). Click the hair and fur effect and change the dropdown there to geometry.
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Wed Apr 24, 2013 2:04 pm
by mbetke
Shouldn't the transparent glossy stuff not fixed??
Just rendered an image and got this:
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Thu Apr 25, 2013 10:21 pm
by Blazer1985
ifl support.... AWESOME!!!!
Thanks again karba
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Thu Apr 25, 2013 10:32 pm
by Karba
mbetke wrote:Shouldn't the transparent glossy stuff not fixed??
Just rendered an image and got this:
We will have look on it. What kernel do you use?
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Fri Apr 26, 2013 7:08 am
by gabrielefx
please Karba check the issue that I've posted
for me 1.13 is not usable.
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Fri Apr 26, 2013 8:12 am
by mbetke
We will have look on it. What kernel do you use?
I used Pathtracing.
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Sat Apr 27, 2013 2:39 pm
by gabrielefx
@Karba
could you add lens mm equivalent in the camera parameters?
many clients told me: add this lens. They refer to real lenses and not to fov.
nobody knows that a 24mm corresponds at 73,739792 deg
thank you
Re: OctaneRender® for 3ds max® v1.13[Test]
Posted: Sat Apr 27, 2013 3:18 pm
by bicket
gabrielefx wrote:
nobody knows that a 24mm corresponds at 73,739792 deg
Just because it doesn't, or it does only for a 4/3 image ratio
For example, a 1920 x 1080 (16/9) image with a 24mn camera corresponds to 45,483616 deg
That's not so trivial ...