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Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Tue Jan 24, 2012 2:30 am
by pixelrush
As far as I know there is no motion blur in Octane yet, except for the turntable animation ie rotational blur.

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Tue Jan 24, 2012 4:36 am
by 8Eggar8
just curious. I assume no standard MAX material creation Translates in any form, over into the active Octane Live Previewer, right? All materials that were made anywhere prior by others will not come over as any standard diffuses? (without any of the octane enhancements,) if so, is there a point in the future there will be a half way translation from one to the other? even with a octane replacement lightsource for every max lightsource encountered as well? So much is done by others where I work with just the stand-alone MAX with materials and lighting that will be floating by my workstation from time to time, and I was just wondering if there would ever be some kind of happy medium in where each material that was already created in MAX wouldn't have to be recreated from start and vice versa to others that may be working on the same project at where I work. Thank you

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Fri Feb 03, 2012 7:50 pm
by j7th
Wish "invisible" checkbox for OctaneLight like for Vraylight

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Sun Feb 05, 2012 12:16 pm
by gabrielefx
Hi Karba,

when do you think to release the new upgrade?
I need the ies texture feature enabled because I have to start a new work where I will use massively ies lights. Now I can't use them because the body light is rendered.

Please.
Thank you.

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Sun Feb 05, 2012 3:45 pm
by wxyz
My render looks great in the first 5%...how can I save the animation render at this point? What determines how long the render takes? It seems like there is no image improvement in the next 95% of the render?

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Sun Feb 05, 2012 6:21 pm
by face
That is dependent how complex the scene is.
If you have a result you like at x samples, set the maxsamples to this value and the render will stop...

face

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Sun Feb 05, 2012 8:40 pm
by wxyz
Thanks, will try. Are the maxsamples shown on the preview only?

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Tue Feb 07, 2012 10:39 pm
by FamilyGuy
Sorry for stupid question but I can't save image with alfachannel. I check this option in settings but I only get black background with very ragged pixels on edges.

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Thu Feb 09, 2012 11:06 am
by FamilyGuy
Alpha Channel sucks!!! And thanks for answer Octane Render team. Two days of waiting and no one help me.

I did more tests and it's a bug.

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Thu Feb 09, 2012 11:48 am
by gabrielefx
FamilyGuy wrote:Alpha Channel sucks!!! And thanks for answer Octane Render team. Two days of waiting and no one help me.

I did more tests and it's a bug.
you saved these images from the Max framebuffer? You haven't to duplicate the Octane framebuffer and then save the image from the Max framebuffer (it's a bug).
You have to click the render button of Max and then save your image.

I did today a test saving a 24bit+alpha png and it was ok.