Turning renderable spline to polygons is something that renderer (Octane plugin) should do.
If it's not doing it, then it might be a bug, but also a missing feature.
Suv
OctaneRender® for 3ds max® v1.0 RC3[Test]
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- jan kudelasek
- Posts: 189
- Joined: Thu May 13, 2010 3:25 pm
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suvakas wrote:Turning renderable spline to polygons is something that renderer (Octane plugin) should do.
If it's not doing it, then it might be a bug, but also a missing feature.
Suv
hi,
I found trick tommorow. Add editpoly modifier, you can render tickness spline and still control it.
Jan
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And again, that's not how it's supposed to work.jan kudelasek wrote: hi,
I found trick tommorow. Add editpoly modifier, you can render tickness spline and still control it.
Jan
Splines not rendeing is either:
* a bug
* feature not implemented
* something related to how Octane maintains it's interactivity by not correctly preparing the geometry before rendering (like a render plugin should)
Only Karba knows the answer.

It's related to issue that we can't use the render time settings of meshmooth and turbosmooth modifiers. It means Octane only grabs what it sees in viewport. Every renderer must do a "pre-render preparation" procedure for every node there is in the scene. If you skip that you can only have what is present in the viewport. At the moment Octane is not doing that "preparation pass". It might be for a reason - it could slow down the scene transfer process a bit. Like I said, only Karba knows.
Suv
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
to render splines I always ad an edit poly modifier
in the early Octane for Max releases it was not necessary.
in the early Octane for Max releases it was not necessary.
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- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
The issue is that render iterations had to be sacrificed in order to use instances, so unfortunately it is gone. Am hoping high that the team might be able to find another way.suvakas wrote:And again, that's not how it's supposed to work.jan kudelasek wrote: hi,
I found trick tommorow. Add editpoly modifier, you can render tickness spline and still control it.
Jan
Splines not rendeing is either:
* a bug
* feature not implemented
* something related to how Octane maintains it's interactivity by not correctly preparing the geometry before rendering (like a render plugin should)
Only Karba knows the answer.![]()
It's related to issue that we can't use the render time settings of meshmooth and turbosmooth modifiers. It means Octane only grabs what it sees in viewport. Every renderer must do a "pre-render preparation" procedure for every node there is in the scene. If you skip that you can only have what is present in the viewport. At the moment Octane is not doing that "preparation pass". It might be for a reason - it could slow down the scene transfer process a bit. Like I said, only Karba knows.
Suv
I'd like sooo much that Karba try to implement mate object ID render element....
I did it this week end, with white and black emitter... to much time consuming (need to render with same maxsample).
this spline rendering can easily be resolved by epoly mod or uvw mod....
I did it this week end, with white and black emitter... to much time consuming (need to render with same maxsample).
this spline rendering can easily be resolved by epoly mod or uvw mod....
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
Haha mah badsuvakas wrote:Obviously you guys don't get it what I'm trying to say.HHbomb wrote:this spline rendering can easily be resolved by epoly mod or uvw mod....![]()
I'll stop trying cause I'm tired of explaining.
Suv
