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Re: OctaneRender® for 3ds max® v2.02
Posted: Wed Jul 02, 2014 9:08 pm
by Karba
Synce wrote:3Ds Max 2014 is crashing immediately when I open the viewport with hair and fur.
Simple sphere with just the modifier on it. Need some log file?
EDIT : My bad, 3dsMax seems to be very instable with this modifier and the realistic viewer. Octane is not the cause.
Have you tried this way?
http://render.otoy.com/forum/viewtopic.php?f=27&t=40895
Re: OctaneRender® for 3ds max® v2.02
Posted: Wed Jul 02, 2014 9:09 pm
by Karba
Savdep wrote:Hello Karba.
I have found one bug, but I don't know does anybody have this one too or doesn't.
So, displacement.
I set all settings of displacement and opened render viewport. It was working like was needed. Than I closed Octane render viewport, saved my scene, opened the viewport again, and have seen absolutely another result - a wrong result, more smooth and inflated. Settings of course was same.
(This bug is very noticeable when you use a low poly model and dips map from high poly model from sculpt program to add detalization thought disp map)
Could you tell me, when will you be able to fix it?
Thank you in advance.
Best.
Could you please post some renders here?
Re: OctaneRender® for 3ds max® v2.02
Posted: Thu Jul 03, 2014 5:21 am
by Savdep
Karba wrote:
Could you please post some renders here?
Yes, of course.
This is a tile. Look at these screens please.
One of them is right like high poly model:

- gooddisp
The second is wrong.

- wrongdisp
Please, notice that settings and the map are same.
In additional I can say that I have had this case 2 times. After the first it normalized independently, but now I can not repeat the first result again.
If you don't mind, I will send you this scene in advance. Maybe you will need it to solve this issue.
Re: OctaneRender® for 3ds max® v2.02
Posted: Thu Jul 03, 2014 7:24 am
by suvakas
Karba wrote:
Do you read other posts around?
I can't give reply for the same question 100 times.
Should I read the entire forum or just all the Max plugin topics?
It's sad to see this kind of attitude from you.
Suv
[edit] This was the answer that I got. What does it mean? That you're done with standard hair? There is no way to define hair tip or root colors in Octane SDK? If you can't access Hair modifier, then how do you currently assign the tip color at the moment? I see no posts about all this. You get angry when users ask complicated things. You are the developer. Who else should I ask ?
Karba wrote:suvakas wrote:Do you keep on working on standard hair support?
Like adding animation and material rendering ? At the moment the implementation is not worth much.
Suv
3dsmax doesn't allow me to access hair&fur geometry by regular way, I am very limited here.
Re: OctaneRender® for 3ds max® v2.02
Posted: Thu Jul 03, 2014 8:36 am
by mykola1985
Karba, SUV si definitely right, please give us more tips on hair development or at least where are you going to stop with it. When you say that you can't access to all the data, does it mean we won'tsee other upgrades on it?
Re: OctaneRender® for 3ds max® v2.02
Posted: Thu Jul 03, 2014 8:52 am
by suvakas
I understand that it's complicated to get UV's. But reading parameters from Hair modifier shouldn't be hard since you can acces those even from maxcript via .MaterialTipColor and .MaterialRootColor
Also allowing gradient and some other maps shouldn't be a problem when/if Octane hair primitive supports it.
Hard to go on like this if Karba is not open for dialog.
Suv
Re: OctaneRender® for 3ds max® v2.02
Posted: Thu Jul 03, 2014 9:33 am
by Karba
mykola1985 wrote:Karba, SUV si definitely right, please give us more tips on hair development or at least where are you going to stop with it. When you say that you can't access to all the data, does it mean we won'tsee other upgrades on it?
At the moment this is the best what I can do regarding hair and fur support. As I said, Autodesk gives a very limited way to access hair and fur data. I can't promise anything more at this moment.
Re: OctaneRender® for 3ds max® v2.02
Posted: Thu Jul 03, 2014 9:55 am
by Synce
Synce wrote:What about Local DB and Open Subdiv? On their way?
Please any info?
Re: OctaneRender® for 3ds max® v2.02
Posted: Thu Jul 03, 2014 11:50 am
by suvakas
Karba wrote:At the moment this is the best what I can do regarding hair and fur support. As I said, Autodesk gives a very limited way to access hair and fur data. I can't promise anything more at this moment.
I find it hard to belive that you can't read colors and material slot parameters of the modifier.
Sad to see that you don't have the passion to push things forward.
Please allow us to render the hair in geometry mode. Do not convert to Octane hair primitives when "Hair rendering mode = geometry" under Effects panel. That way Max prepares the geometry and you can also get the uv and material from the model. It almost worked like that with 1.5 plugin except that we had to render the hair with scanline first in order for octane to pick up the geometry. Other render engines support this. Even Corona.
Suv
Re: OctaneRender® for 3ds max® v2.02
Posted: Thu Jul 03, 2014 2:11 pm
by muski
Just to balance this a bit, thanks Karba and all the octane team for all the hard work
