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Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]
Posted: Mon Apr 27, 2015 2:31 pm
by Goldisart
use viewport background - bug
Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]
Posted: Mon Apr 27, 2015 3:24 pm
by dawe
Hi.
So I have set up a file to show the different motion blur bugs.
Here it comes:
Best
//Daniel
Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]
Posted: Tue Apr 28, 2015 8:11 am
by oudou
Hi, i don't know for this version, i'm on 2.21.1, i noticed rendering with video post, camera event don't switch (camera not found when switching to a second camera). The new camera sequencer mode don't work too (tested in max2015 ext. 2, not the 2016), as it's rendering always the same camera...
Can live without this, but support for this will be good in future

Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]
Posted: Thu Apr 30, 2015 3:12 am
by JimStar
dawe wrote:So I have set up a file to show the different motion blur bugs.
Thank you for report, I'm just checking your scene...
So, correct me if I'm wrong: you mean the issue is there is no object motion blur for the objects that are not movable proxies? If yes - then it's not an issue... It's the specific of how the geometry is loaded into the Octane engine.
All not movable proxy objects are collapsed into one big global mesh during the scene translation. This has two sideeffects:
1. The scene is rendered much faster by Octane engine than the scene having big amount of different meshes.
2. This global mesh - is just
one big common mesh in the world space. It can't have separate transformation matices for its "subobjects" (as it does not have any subobjects). But what is the "object motion blur"? It uses object's transformation matrix changed from frame to frame to render the blurred image of the object changed by this matrix from frame to frame. But your "not proxy" object is not the separate object anymore after loading into Octane engine - it's just one little part of one big global mesh. So, you can't have the "object motion blur" for such an object - as it just does not have its own transformation matrix, it's just not the "object" anymore inside Octane engine...
So, if you need the object motion blur - you need the object for that. That is - you need it as "movable proxy" in 3ds Max plugin terminology.
Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]
Posted: Thu Apr 30, 2015 7:41 pm
by kevinshane
Hi Jim
I can't get the "export octane materials" right click menu working...how can I use this funtion?or am I miss something else??
edit1:
OK I think it's because my selected object is a multi-sub material with many octane materials attached...so the localDB can't work correctly...am I right?? or could u please fix this "multi-sub material" thing into locadDB?? Thanks!
Shane
Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [OBSOLETE]
Posted: Fri May 01, 2015 6:15 am
by JimStar
Re: OctaneRender® for 3ds max® v2.22.2 - 1.3 [TEST]
Posted: Wed May 06, 2015 12:41 am
by perro_abombao
thank you Jim I never see this response until Now.