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				Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
				Posted: Thu Dec 22, 2011 6:49 pm
				by jamestmather
				Congrats to the Refractive guys - fantastic work. Beautifully integrated. Hats off.
			 
			
					
				Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
				Posted: Thu Dec 22, 2011 6:53 pm
				by jamestmather
				MaTtY631990 wrote:Change diffuse slot type to texture and load an image texture node then load a texture map into that slot.
Thanks MaTtY631990. Appreciated.
 
			 
			
					
				Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
				Posted: Thu Dec 22, 2011 6:58 pm
				by Sauger
				My magic started from convertion 2 Octane materials, you can all see even if 1min render.
Uploaded with 
ImageShack.us 
			 
			
					
				Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
				Posted: Thu Dec 22, 2011 7:01 pm
				by Sauger
				Iray illumination do not behave, if glow, if you ever tried it do fast.
			 
			
					
				Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
				Posted: Thu Dec 22, 2011 7:05 pm
				by Sauger
				Love MR, so won´t post the mixed Iray ver, but it´s not impressive.
			 
			
					
				Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
				Posted: Thu Dec 22, 2011 7:17 pm
				by Sauger
				White/green is part of the wonder of Octane materials, they behave.
Black is black, and yellow glow is just that 

 
			 
			
					
				Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
				Posted: Thu Dec 22, 2011 7:23 pm
				by jamestmather
				Is anyone else having trouble getting DOF to work?
I set camera target. set the stop to f1 in both the camera and the renderer panel - seems to make no difference. Any other ideas?
			 
			
					
				Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
				Posted: Thu Dec 22, 2011 7:30 pm
				by Sauger
				jamestmather wrote:Is anyone else having trouble getting DOF to work?
I set camera target. set the stop to f1 in both the camera and the renderer panel - seems to make no difference. Any other ideas?
It´t might be related!
I got serious blurry textures, might be lazy mew not reading manual 

 
			 
			
					
				Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
				Posted: Thu Dec 22, 2011 7:40 pm
				by face
				jamestmather wrote:Is anyone else having trouble getting DOF to work?
I set camera target. set the stop to f1 in both the camera and the renderer panel - seems to make no difference. Any other ideas?
DirectLight, pathtracing or both?
face
 
			 
			
					
				Re: OctaneRender® for 3ds max® v1.0 beta 2.56 [NEW/CURRENT]
				Posted: Thu Dec 22, 2011 7:48 pm
				by Sauger
				face wrote:jamestmather wrote:Is anyone else having trouble getting DOF to work?
I set camera target. set the stop to f1 in both the camera and the renderer panel - seems to make no difference. Any other ideas?
DirectLight, pathtracing or both?
face
 
Both, buth it´s fixeble, mew hate blur..
Blur,  love lack of blur, must be related.