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Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 12:26 pm
by boris
ok now that I know that object space texturing only works with movable proxies (of course!) I finally managed to control ies textures!
I like it.
tnx karba.
Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 12:53 pm
by kevinshane
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!
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)!
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
Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 1:18 pm
by boris
ok me again. sorry I got some spare time right now - that's why.
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?
Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 1:30 pm
by Dom74
boris wrote: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.
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)...
hope this helps a little
I do the same method, but it will be easier if shift and camera correction worked together

Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 2:26 pm
by suvakas
boris wrote:but what about the shadow in the non-shadow?
I can confirm, that turning off shadows is not working.
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
Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 2:44 pm
by Olitech
Do you need to have Octane Standalone 1.5 installed to use this Max plugin?
best,
O
Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 3:11 pm
by boris
suvakas wrote:boris wrote:but what about the shadow in the non-shadow?
I can confirm, that turning off shadows is not working.
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
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.
Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 3:14 pm
by Ibon_83
Many thanks Kevin! This is an amazing discovering! Now i can populate my scenes with almost unlimited instances of a high-poly model. Thanks once again!
Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 3:19 pm
by MistAjuliax
Hi Karba,
Did you plan to make an 1.50 update of the manual ?
Re: OctaneRender® for 3ds max® v1.50a
Posted: Tue Apr 08, 2014 4:59 pm
by suvakas
boris wrote: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.
It's not working here at all.
I'm slowly geting tired of this kind of reckless development.
Suv