OctaneRender® for 3ds max® v2.23.2 - 2.0 [OBSOLETE]

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suvakas
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I kind of had impression, that it was possible to read the values of old materials, but not write them.
At least reading seems to work in plugin ver 2.13 (I haven't updated since 2.13).

Suv
akira wrote:
suvakas wrote:If Maxscript works with this new JimStar release (so that you can assign properties of Octane material from script), then its possible to write a converter from old to new Octane material using Maxscript. It's a bit of work though and would need some spare time.

Suv
I don't think so if i understand what Jimstar said correctly.
the "old" octane material is a dead end due to the lack of maxscript support for getting/setting parameters.
you can't convert "old" octane materials to other type(vray, mr, and vice versa) via maxscript, that's why this test version was developed.

the most possible way for now is to convert them manually i think.
akira
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suvakas wrote:I kind of had impression, that it was possible to read the values of old materials, but not write them.
At least reading seems to work in plugin ver 2.13 (I haven't updated since 2.13).

Suv
yeah you're right, we can read properties from octane materials.
the conversion maybe like:
1. open scenes with old plugin
2. export material properties to an external xml file (via maxscript)
3. open scenes with new plugin
4. create new materials, convert properties from the xml file to new format. (via maxscript)
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suvakas
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Exactly 8-)

Suv
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j7th
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JimStar
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akira wrote:
suvakas wrote:I kind of had impression, that it was possible to read the values of old materials, but not write them.
At least reading seems to work in plugin ver 2.13 (I haven't updated since 2.13).

Suv
yeah you're right, we can read properties from octane materials.
the conversion maybe like:
1. open scenes with old plugin
2. export material properties to an external xml file (via maxscript)
3. open scenes with new plugin
4. create new materials, convert properties from the xml file to new format. (via maxscript)
Yes, this is exactly only one way I mentioned - "two stage" convertor.
You can write nodes properties in the plugin. There are some bugs left from previos versions (reported here) where the complex properties are not assignable "at once" - but I'm investigating it right now.
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j7th
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JimStar wrote:
akira wrote:
suvakas wrote:I kind of had impression, that it was possible to read the values of old materials, but not write them.
At least reading seems to work in plugin ver 2.13 (I haven't updated since 2.13).

Suv
yeah you're right, we can read properties from octane materials.
the conversion maybe like:
1. open scenes with old plugin
2. export material properties to an external xml file (via maxscript)
3. open scenes with new plugin
4. create new materials, convert properties from the xml file to new format. (via maxscript)
Yes, this is exactly only one way I mentioned - "two stage" convertor.
You can write nodes properties in the plugin. There are some bugs left from previos versions (reported here) where the complex properties are not assignable "at once" - but I'm investigating it right now.
Is livedb\localdb was designed for task like this?
Win 7 x64 | GTX560Ti | Core i7 960 3.2GHz | 24GB RAM
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suvakas
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Material converter is relatively easy to code. The only resource needed is time.
Any member who needs it and knows maxscript can do it.

Suv
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RobSteady
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Oguz? :roll:
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oguzbir
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RobSteady wrote:Oguz? :roll:
Rob ? :)
I'm just write lame scripts man. Don't normally open maxscript on every cases.
And believe me when I say this. You would regret letting me try to do that. :D

AFA I'm concerned, I think what we would need is a real maxscript developer. Or any developer really.
We, the users, or Otoy itself might chip in and hire a professional for this.
Or I'm guessing, Jim can also do this as a freelance job. since this is not his exact task.

The two-stage scripting seems like the only solution for that. Yes.
Collect information on old file. Export it to a file. And read the file and create and assign materials to the right object accordingly using the new variables. Like Akira and Suvakas wrote.

I would love to say I might try this. But I know I can't do it.
There are two major problems.
First, the previous version 1.9 and older. Does not let you read all the properties correctly. You can bump in to major wall there. The main problem is just there. Does archiving work with octane Yes?No?. What about Bitmap and Photometric Paths utility it doesnt display the texture assets as well.
So one should write a code out of the box and read all the obj's materials one by one.
What material is it. What texuremap type is it assigned on the material, What texture does it include. Is it a multi sub object material or just diffuse_material. It is indeed a lot of work.

I also have at least more than 100 projects this year alone. And they are commercial projects that they could come up again any minute. But honestly I have no intention of converting them. It will be just good to know if version 1.9 exist all the times and I can install that back and re-render, modify the same thing again.

In your case that you having a lot of material presets at hand. That is really sad to hear.
There was another guy, forgot his nick. Where he sells octane presets or scenes I dunno . I guess his post is deleted or I not remembering correctly
I'm sorry for him to but what it matters to me is max plugin getting more native so that we can get benefit of max native stuff like archiving, mass scene manipulations, mass light setups. Being able to implement time-saving plugins.

Have a look at script or plugin named "Mission Control" by Patrick Macdonald. Which hasn't started its beta. But looks great to deal with mass scenes.

To conclude, I would not care for my older scenes compatibility. If we're going to get a much more native plugin.
Being able to use octane with this plugin would be wonderful which I own a license but cant use .. https://cg-source.com/multitexture.php

But like I said I can happily chip in up to $100 on my own for this to be resolved.

By the way.
While searching I bumped into seems like a great script. Where it say It searches for mats and maps.
I guess this is good way to start.
http://www.scriptspot.com/3ds-max/scrip ... s-and-maps
That script may help or he can be hired to do this. I'm just thinking aloud here on top of my head.

Rob you called just my name And I wrote those. I think I should stop.
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JimStar
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3dgeeks
More trolling in this thread - and we will be forced to ban you from the forum.
You have been told already many times - there will be no conversion implemented in this plugin. I repeat the last time: you have only one opportunity if you want your old scenes opened in plugin later than 1.9 - write the "two stage" convertor script yourself. Or just use 1.9 for any old scenes as oguzbir already mentioned here.
The last opportunity - I just delete this thread and 2.0 branch, and return 1.9 branch as current. No scene format changes - the "old scenes" guys are happy. Just so far I see much more of those who is ready to sacrifice by the compatibility for the features... This is the only reason this thread is still here so far.
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