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Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 7:59 pm
by Karba
3dgeeks wrote: Is there still a plan to have a displacement override as I havent see it in the new build?
We are thinking about it.

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 8:01 pm
by Karba
bicket wrote:Thanks Karba

is there a way to have passes in OctaneRender Viewport ?
Just click port to max framebuffer button.

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 8:01 pm
by Karba
ka-ra wrote: The Eneable filtering option doesn't work in the render element.
What does filtering do?

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 8:02 pm
by Karba
3dgeeks wrote:Is it possible to add more passes, ie Mat ID pass, zdepth.
I will add them.

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 8:03 pm
by Karba
Spdo wrote:Hi Kabra when the render elements acvtive the octane render viewport says render is failed

Where can we use render elements save in the re menu or use standart render f9 on the 3ds max

What is the best way ?

Thank you.

Image
You are out of gpu memory. look at memory statistic.

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 8:30 pm
by bicket
Karba wrote:
bicket wrote:Thanks Karba

is there a way to have passes in OctaneRender Viewport ?
Just click port to max framebuffer button.
Thank for your answer, but no way to see it in real time just like the standalone :(

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 8:34 pm
by Karba
gabrielefx wrote: - I would like to know if it's possible to have coherent feature within the PMC kernel.
pmc works differently from PT and DL. we are working on it.
gabrielefx wrote: - If it is possible to have convergence (focused caustics) within the PT kernel
PT doesn't render caustic well
gabrielefx wrote: - I'm always asking for target ies lights since when I was born....:)
3ds max target objects are a pain in my ass (sorry). They are so overcomplicated.
gabrielefx wrote: - If is possible to visualize the render passes through a menu in the Octane frame buffer windows. I want to focus only on the frame buffer.
press port to max framebuffer button
gabrielefx wrote: - if it's possible to add a superimposed (independent by the camera) brightness, contrast, gamma, hue, saturation directly on the frame buffer gui.
I will think about it
gabrielefx wrote: - if it's possible to have a white thin frame in the Octane frame buffer when the alpha channel is enabled. Now the checker board pattern has infinite boundaries.
regards
I will add it.

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Tue Oct 14, 2014 8:35 pm
by Karba
bicket wrote:
Karba wrote:
bicket wrote:Thanks Karba

is there a way to have passes in OctaneRender Viewport ?
Just click port to max framebuffer button.
Thank for your answer, but no way to see it in real time just like the standalone :(
I will think what I can do.

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Wed Oct 15, 2014 4:41 am
by HHbomb
I can't manage to make a render region in octane viewport with netrender. Is it a bug ? or an octane limitation ?
When region is active the render continue but the viewport is not updated. :cry:

Re: OctaneRender® for 3ds max® v2.11.1

Posted: Wed Oct 15, 2014 12:26 pm
by Spdo
Karba wrote:
Spdo wrote:Hi Kabra when the render elements acvtive the octane render viewport says render is failed

Where can we use render elements save in the re menu or use standart render f9 on the 3ds max

What is the best way ?

Thank you.

Image
You are out of gpu memory. look at memory statistic.
So what can i do ?