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Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri May 14, 2010 8:21 am
by kubo
Yeap, I got the flip zy checked, at least when I do it manually or choose your export button, but if I hit render it goes unfliped.
Anything I could try?
btw I use max 2011
Also if I try to render a scene that in it's filepath has any space, octane 1.22 RC1 crashes
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri May 14, 2010 11:13 am
by nirokugraphic
The tool seemed to work fine except a couple of minor issues:
1) The daylight setting wasn't obvious enough until I saw the video tutorial and realised that you had to set up a spotlight, tick the box and choose the light - I had simply enabled daylight and the script crashed when it tried to export . Neat feature when used correctly !
2) There seemed to be a little inconsistency between when rendering an animation that would sometimes generate an .obj and .mtl per frame (which would allow for object animation) and only one .obj (which would only animate the camera) - not sure if I was doing something wrong here though .
I also had the ability to export my scene from the tool and render it with octane, while there tweak the materials and lighting before going back to max to render the animation, at which point the animation would render and take the changes I made to the .ocs into account . I liked this but it didn't seem obvious to me at which point the .ocs file gets generated by the export tool, is it only when you click on 'export only obj/mtl' or does it do it on 'render' also, but not on 'render animation' ?
I was confused about the focal length parameter, it didn't seem to relate clearly to the octane ui, did I misunderstand it ? Aperture made sense .
Motionblur looks great !
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri May 14, 2010 1:22 pm
by Proupin
kilaD wrote:What was the problem with the buttons?
The problem is that they don't do anything, well besides a beep sound
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri May 14, 2010 2:13 pm
by [gk]
Proupin wrote:kilaD wrote:What was the problem with the buttons?
The problem is that they don't do anything, well besides a beep sound
Which version of 3dsmax are you using?
Give all information you can, we are not mind readers.
-mads
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri May 14, 2010 2:21 pm
by Proupin
[gk] wrote:
Which version of 3dsmax are you using?
Give all information you can, we are not mind readers.
-mads
... but are you posts readers? because that I mention in my first post

max2009 x86 on windows xp
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri May 14, 2010 2:33 pm
by [gk]
true, and i did read that but forgot.
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri May 14, 2010 2:42 pm
by kilaD
kubo wrote:Yeap, I got the flip zy checked, at least when I do it manually or choose your export button, but if I hit render it goes unfliped.
Anything I could try?
btw I use max 2011
Also if I try to render a scene that in it's filepath has any space, octane 1.22 RC1 crashes
Hey, ill upload a new version shortly where you can control+click on the render/render animation to get the obj export UI.
Also i will fix the filename issue you are referring to.
nirokugraphic wrote:The tool seemed to work fine except a couple of minor issues:
1) The daylight setting wasn't obvious enough until I saw the video tutorial and realised that you had to set up a spotlight, tick the box and choose the light - I had simply enabled daylight and the script crashed when it tried to export . Neat feature when used correctly !
2) There seemed to be a little inconsistency between when rendering an animation that would sometimes generate an .obj and .mtl per frame (which would allow for object animation) and only one .obj (which would only animate the camera) - not sure if I was doing something wrong here though .
I also had the ability to export my scene from the tool and render it with octane, while there tweak the materials and lighting before going back to max to render the animation, at which point the animation would render and take the changes I made to the .ocs into account . I liked this but it didn't seem obvious to me at which point the .ocs file gets generated by the export tool, is it only when you click on 'export only obj/mtl' or does it do it on 'render' also, but not on 'render animation' ?
I was confused about the focal length parameter, it didn't seem to relate clearly to the octane ui, did I misunderstand it ? Aperture made sense .
Motionblur looks great !
- I`ll include the light fix in the next update! And yes, you need to setup a
targeted light, omnilights work, but theyre not useful for visualizing the light direction.
- For the animation part, the script is now only meant to work for object animation: Export obj & mtl, load in octane, render, save and exit, then it overwrites the obj & mtl and
keeps going like that until the animation end is reached.
If we only wanted camera animation, there wouldnt be any need to export the obj more than once anyway, just pass a list of camera positions to octane. I hope to see this
implemented in a future update.
- For now the ocs scenefile is generated only when pressing the
render button
- The focal length parameter is basically the
target distance. I agree, i dont see why you should want to override that parameter.
k
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri May 14, 2010 5:50 pm
by kubo
kilaD wrote:Hey, ill upload a new version shortly where you can control+click on the render/render animation to get the obj export UI.
Also i will fix the filename issue you are referring to.
Thanks guys, you are making the octane experience much more smoother (if that's even possible hehehe)
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri May 14, 2010 6:03 pm
by kilaD
Updated script (1.022c) available for download in the second post in the thread!
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri May 14, 2010 6:32 pm
by kilaD
Proupin wrote:
... but are you posts readers? because that I mention in my first post

max2009 x86 on windows xp

lolz
I will try getting all functions to work in atleast max2008!
If you have some valuable input let me know
k