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Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Sat Jul 21, 2012 11:23 am
by nildoe
Thank you Boss!

:)
Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Sat Jul 21, 2012 12:27 pm
by acc24ex
hey is there a way to keep both material editors open, slate and material - just to speed up material assigning - don't know about you but I found slate material editor to be pretty useful having everything visually set up, much faster workflow than with standard ...
Mapscaler modifier tends to crash or remove the movable proxy object that is rendered in octane window - uvw mapping also sometimes updates sometimes not - there are problems like that with most parametric objects, it updates when you turn off and on the modifier - that fixes it, because sometimes it doesn't update on update scene button, and doesn't update on a complete close and open of octane window and render settings
it's probably all due to the new movable proxy setting, needs more polishing - I was rendering the whole time while modelling stuff, and it got unstable pretty quickly, crashed around ten times, 2-3 times system freezes to death
but it's fun when it works, I was abusing the proxy trying to make it work with other scripts and plugins not even native to 3dmax
greeble plugin works nicely now, thanks Karba!
I am going to abuse falloff on everything now

- wasn't sure what to do with it until I saw the setting from gabrielfxs screenshot, mix materials and fallof as the amount, works wonders, some more tips welcome?
I tried playing with emission and fallof, inverting it, trying to reverse the glow effect, so it looks like a lamp shade, didnt get the result I was looking for - will that even work, inverting the fallof?
Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Sat Jul 21, 2012 7:09 pm
by HHbomb
Very promising... Can't wait for à stable version !
Thanks for your efforts !

Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Sun Jul 22, 2012 12:15 am
by twslayer
Playing around the new falloff map~
It`s so much fun and potential!
Thanks Karba!
Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Sun Jul 22, 2012 2:45 pm
by snake12
Is a great. How I can create instances. I cant do it.
Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Mon Jul 23, 2012 3:08 am
by j7th
Instancing doesn't work for me with particles instanced objects and 3ds max's compound object - scatter
P.S. Sorry for bad english
Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Mon Jul 23, 2012 6:16 am
by petermax
I set up a scene it loads ok without movable objects, but there's no change between frames. So if I load frame 5 it looks like frame 0. This used to work ok in the previous version.
Now if I change all items to moveable objects that MUST move (about 15 or so) it opens the view port after a few minutes (used to take less than a minute) keeps loading the scene for about 10 mins and then exhausts all 16GB of Ram and crashes Max?? Does this sound right?
Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Mon Jul 23, 2012 6:57 am
by Karba
petermax wrote:I set up a scene it loads ok without movable objects, but there's no change between frames. So if I load frame 5 it looks like frame 0. This used to work ok in the previous version.
Now if I change all items to moveable objects that MUST move (about 15 or so) it opens the view port after a few minutes (used to take less than a minute) keeps loading the scene for about 10 mins and then exhausts all 16GB of Ram and crashes Max?? Does this sound right?
Can I have your scene? (only geometry)
[email protected]
Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Mon Jul 23, 2012 8:11 am
by mbetke
When I just render a scene I only see the movable objects. If I used the interactive Viewport one time before then the render button works as it should.
Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Mon Jul 23, 2012 8:39 am
by jan kudelasek
Hi Karba,
here is another test of nature. I have problem with materials, when I add other geometry, this geometry has not correct materials. For example naked bushes (on the right side) may have dark material like bushes with leaves. When i add some tree the situation is same - incorrect material.
If you want a will send you whole scene
Thanks a lot.
Jan