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Re: OctaneRender® for 3ds max® v1.0 beta 2.58c[CURRENT]
Posted: Sat Apr 28, 2012 7:47 am
by Karba
gabrielefx wrote:Karba wrote:gabrielefx wrote:Hi Karba
what about the new light source sampling feature?. You already implemented it?
Hi Gabriele
Is is implemented since first 2.58 plugin build
In 2.8 light sources are sampled by power instead of area?
http://www.refractivesoftware.com/forum ... 33&t=19731
Do I tweak again all lights made with the previous release?
May be you just need to change sample counts some times.
Re: OctaneRender® for 3ds max® v1.0 beta 2.58c[CURRENT]
Posted: Sat Apr 28, 2012 7:55 am
by glimpse
It's really nice to see the pluging moving forward!
I just want to ask a thing.
Is it going to be a possibility to save out, or export svene from max to Octane?
=) that would be usefull in some cases. But I understand that it might be hell
To mpliment & for aome is barelly usefull at all..
Re: OctaneRender® for 3ds max® v1.0 beta 2.58c[CURRENT]
Posted: Sat Apr 28, 2012 12:31 pm
by Angelos
Hi Karba!
This is what I see when I do remote connection to render machine
This is that I would like to see
Final result
Or automate this process please
Thanks
Re: OctaneRender® for 3ds max® v1.0 beta 2.58c[CURRENT]
Posted: Sun Apr 29, 2012 6:26 pm
by nacho
will it be a kepler version for this plug? since i recently bought a 3 680 gtx without knowing that octane doesnt work with kepler, and now i cant use octane anymore

.
hope the new version comes out soon.
nacho
Re: OctaneRender® for 3ds max® v1.0 beta 2.58c[CURRENT]
Posted: Sun Apr 29, 2012 11:40 pm
by MaTtY631990
check the release candidate testing forum for a kepler test build. It runs slow currently but it does support it. you could use it for the meantime.
Re: OctaneRender® for 3ds max® v1.0 beta 2.58c[CURRENT]
Posted: Wed May 02, 2012 2:10 pm
by gabrielefx
***BUG***
if you try to save a preset in the Render Setup and then you reload it you will get two Octane for Max panels!
if you load it 10 times...10 panels!
Re: OctaneRender® for 3ds max® v1.0 beta 2.58c[CURRENT]
Posted: Wed May 02, 2012 4:11 pm
by dawe
Two things. First I got the z depth to work. Thanks! Second: Max standard camera dont work in backburner. The result is black frames.
best
Daniel
Re: OctaneRender® for 3ds max® v1.0 beta 2.58c[CURRENT]
Posted: Wed May 02, 2012 6:14 pm
by gabrielefx
@Karba:
could you add permanent (option) camera cone visualization?
thank you
Re: OctaneRender® for 3ds max® v1.0 beta 2.58c[CURRENT]
Posted: Wed May 02, 2012 9:20 pm
by Karba
gabrielefx wrote:@Karba:
could you add permanent (option) camera cone visualization?
thank you
Yes, I will
I just have vacation from 3th may to 16th may.
Right after that I will add this option.
Re: OctaneRender® for 3ds max® v1.0 beta 2.58c[CURRENT]
Posted: Fri May 04, 2012 6:52 pm
by MaxPower
Enjoy your vacation! WTF? are you the only one working on this?
unbelievable! I thought with OTOY coming onboard everybody was
going to take this seriously. In my world you don't even think about
a vacation until you are out of beta stage.