ok now that I know that object space texturing only works with movable proxies (of course!) I finally managed to control ies textures!
tnx karba.
I like it.OctaneRender® for 3ds max® v1.50a
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- kevinshane
- Posts: 190
- Joined: Sat Apr 10, 2010 5:49 pm
- Location: China
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Hi Ibon, I don't have this problem!! But make sure u first assign octane material to that high poly,and then do the corona proxy convert to cmesh file process(which means the cmesh file is an octane material)!Hi Kevin, i've tried to use your method and it seems that although Octane Render supports Corona Proxys it doesn't support the materials.
I've created a simple teapot and assign an octane material to it, then made a corona proxy and loaded into the scene. Unfortunately any materials showing in the geometry
Have you find a solution for it?
Many thanks!
everything working so fine for now,with both point cloud and wire box display option, oh btw make sure all corona proxy objects are check on "octane movable proxy"

Here is a screenshot with a 64 segments teapot showing the "point cloud" and octane material rendering test


ok me again. sorry I got some spare time right now - that's why.
the red boxes are not completely on z axis zero like the plane (otherwise it looks even more strange).
that I cannot get rid of the reflection I KNOW.
but what about the shadow in the non-shadow?
PMC kernel.the red boxes are not completely on z axis zero like the plane (otherwise it looks even more strange).
that I cannot get rid of the reflection I KNOW.
but what about the shadow in the non-shadow?
P6T7 WS SuperComputer / i7 980 @ 3.33GHz / 24 GB / 1500W + 1200W PSUs / 6x GTX 680 4 GB + 1x Tesla M2070 6GB (placeholder
)

I do the same method, but it will be easier if shift and camera correction worked togetherboris wrote:I know. my current workaround is to use octane camera, disable safe frames and make the camera viewport somehow portrait or quadratic. then you have the visual feedback from the octane camera (top and bottom line)...Dom74 wrote: In some case, it can be usefull, using lens shift to correct perpective is a pain as when can't see the changes in the viewport, also, camera type spherical and cylindrical are not working too with camera correction modifier.
hope this helps a little

Win7 x64 - 3DSMAX 2019 - 32GB RAM - 1080 TI
I can confirm, that turning off shadows is not working.boris wrote:but what about the shadow in the non-shadow?
Is there such feature? Should we be able to turn off shadows? I don't even remember what should be there, cause it has never worked properly.
Suv
Do you need to have Octane Standalone 1.5 installed to use this Max plugin?
best,
O
best,
O
WORKSTATION = Win7x64 / Intel Core i7-5930K [email protected] / 32GB ram / Liquid Cooled 4xTitanX /3dsMax 2014 / Octane Max Plug v2.16a / FARM = Intel i7-2600k 3.70GHz (x2 TitanZ) x 14
it's working but not completely as you can see in my image. it was not working with movable proxies at some point as I remember, I haven't tried that yet.suvakas wrote:I can confirm, that turning off shadows is not working.boris wrote:but what about the shadow in the non-shadow?
Is there such feature? Should we be able to turn off shadows? I don't even remember what should be there, cause it has never worked properly.
Suv
P6T7 WS SuperComputer / i7 980 @ 3.33GHz / 24 GB / 1500W + 1200W PSUs / 6x GTX 680 4 GB + 1x Tesla M2070 6GB (placeholder
)

- MistAjuliax
- Posts: 142
- Joined: Wed Nov 21, 2012 10:49 am
Hi Karba,
Did you plan to make an 1.50 update of the manual ?
Did you plan to make an 1.50 update of the manual ?
Win 10 pro 64 / GTX 1070ti, gtx 1070 / FX8320E / 16Go DRR4