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Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Wed Jun 19, 2013 11:32 pm
by Karba
emihich wrote:
Karba wrote:
emihich wrote:really ? weird.
tested and worked.
I use it every day .no worries.
give me yours, or any support e-mail you find suitable, and I'll atach the file or link to it.
[email protected]
Thank you Karba.
I am sharing an You Send it folder with you, the scene and textures are on separated subfolders.
I am by now , ready to render , but for the black glasses.Hope this helps.
big files !
Please check your e-mail.
Hi emihich

I have got it.
I just need to install 3dsmax 2014 first to open your scene.

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Thu Jun 20, 2013 2:01 am
by emihich
There's no rush, thank you for helping !

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Thu Jun 20, 2013 5:28 am
by Karba
emihich wrote:There's no rush, thank you for helping !
I had a look your scene.

You set maxdepth to 2. That is why your glass is black.
Noise is because you placed so many light sources in strange positions.

And for this scene you have to use path tracing instead of PMC. And set caustic blur to 1.

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Thu Jun 20, 2013 1:56 pm
by emihich
Thank you Karba.
Sorry for my mistake, and thank you for the tips.
I've already changed all lights , tweaked the settings and will use path tracing kernel.

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Thu Jun 20, 2013 9:00 pm
by Karba
wisemanxxx wrote:I guess there is another bug with HDR files or this depens to my hdr file. When I use a really high dynamic range hdr, octane couldn't get maximum light source(17 stop-sun) from hdr.I tried same hdr with other render engines and nothing wrong.But with octane I can't get sunlight.
Can I have this HDRI?
[email protected]

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Fri Jun 21, 2013 2:07 pm
by emihich
Karba wrote:
emihich wrote:There's no rush, thank you for helping !
I had a look your scene.

You set maxdepth to 2. That is why your glass is black.
Noise is because you placed so many light sources in strange positions.

And for this scene you have to use path tracing instead of PMC. And set caustic blur to 1.

the glasses are showing with maxdepth 10 or more, deleted all other lights , but daylight
and I am using sky portals, the only problem is :
It is an almost 200 frame camera walktrough animation and every frame takes more than 2 hours to render in Pathtracing ! at only 0.448M samples ,
on i7 quadcore 12 gig ram gpu: Geforce GTX 560 ti overclocked.

Image
free upload

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Sat Jun 22, 2013 9:30 am
by wisemanxxx
Karba wrote:
wisemanxxx wrote:I guess there is another bug with HDR files or this depens to my hdr file. When I use a really high dynamic range hdr, octane couldn't get maximum light source(17 stop-sun) from hdr.I tried same hdr with other render engines and nothing wrong.But with octane I can't get sunlight.
Can I have this HDRI?
[email protected]
sorry for late reply.I realized hdr is a little more than 17 stops. If you decrease its exposure with an image processing software like photoshop octane can render the sun.I guess completely depends to hdr file's maximum dynamic rane.It works fine now after decreasing exposure of hdr. thanks.

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Sat Jun 22, 2013 2:01 pm
by lixai
why is bloom power and glare power not the same in different resolutions ? :cry:
If i tweak post procesing on a 1500x1000 image and then double it, or triple it, i have to tweak again, because there is a huge difference, it is a totaly different result. And it is a lot harder to tweak on the bigger resolution because of the slower refresh time.
Can you somehow make it not resolution based ? :?:

Thanks
Alex

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Sun Jun 23, 2013 8:41 am
by mbetke
I use to tweak all imager and Post settings after i pressed the pause render button.
It will update really fast then.

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Mon Jun 24, 2013 6:34 pm
by gabrielefx
Thanks for the update.

any plan to add a flat (2D) texture for the background?

it's important that this background doesn't interferes with hdrs or skies

Another feature to add is the possibility to turn off shadows and GI for some certain objects.

For example I place backgrounds in my projects (sometime planes, often cylinders) but they emits lights and sometime occlude the sun when it is low on the horizon.

For animations these features are very useful except we render two animations ad we say goodbye to refracted backgrounds.

Regards