OctaneRender® for 3ds max® v1.0 RC3[Test]

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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suvakas
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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
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merid888

hi karba, i have a error when i close 3dsmax later octane was rendering, when i open a new work sheet, the material option appear gray without option, i need restar the machine to work with the new scene
i add image
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none material option.JPG
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jan kudelasek
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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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suvakas
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jan kudelasek wrote: hi,
I found trick tommorow. Add editpoly modifier, you can render tickness spline and still control it.

Jan
And again, that's not how it's supposed to work.

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. 8-)

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
snake12
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Is too easy, the spline, apply modify uvw map.

:D
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gabrielefx
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to render splines I always ad an edit poly modifier
in the early Octane for Max releases it was not necessary.
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MaTtY631990
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suvakas wrote:
jan kudelasek wrote: hi,
I found trick tommorow. Add editpoly modifier, you can render tickness spline and still control it.

Jan
And again, that's not how it's supposed to work.

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. 8-)

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
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.
HHbomb
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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....
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suvakas
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HHbomb wrote:this spline rendering can easily be resolved by epoly mod or uvw mod....
Obviously you guys don't get it what I'm trying to say. 8-)
I'll stop trying cause I'm tired of explaining.

Suv
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awsjolie
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Location: HoChiMinh City, Vietnam

suvakas wrote:
HHbomb wrote:this spline rendering can easily be resolved by epoly mod or uvw mod....
Obviously you guys don't get it what I'm trying to say. 8-)
I'll stop trying cause I'm tired of explaining.

Suv
Haha mah bad :mrgreen:
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