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Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 6:50 pm
by mykola1985
Great release! everything seems to work fine! the only disappointment is - no speed improvements... as promised btw

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 8:15 pm
by Karba
suvakas wrote: It's not working here at all.
Suv
Just tested. It works with non proxy objects.
What was your order of actions?

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 8:52 pm
by vfxman83
Thank you it's great but I just wondering the amazing features of the version 2.0 when will be out ?

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 9:15 pm
by Karba
boris wrote:ok me again. sorry I got some spare time right now - that's why.
visibility.jpg
PMC kernel.
the red boxes are not completely on z axis zero like the plane (otherwise it looks even more strange).
that I cannot get rid of the reflection I KNOW.
but what about the shadow in the non-shadow?
Visible to camera off hides object only from primary rays, it still is visible for secondary rays (like GI).

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 9:28 pm
by suvakas
Karba wrote:
suvakas wrote: It's not working here at all.
Suv
Just tested. It works with non proxy objects.
What was your order of actions?
I tried it again and again it didn't work.
I then deleted the model to start over and to write down the exact steps...and now it started working. It works with proxies too. I can't get it to fail anymore. There is something fishy going on, but I'm unable to reproduce it atm. Very strange.

Suv

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 9:36 pm
by Karba
kevinshane wrote:
Could you please give a xref scene where you are experiencing the troubles?
[email protected]

thank you
Already sent! Please check!
Thank you, now I see the problem. I will try to fix. Not sure it is easy to fix.

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 9:37 pm
by Karba
Olitech wrote:Do you need to have Octane Standalone 1.5 installed to use this Max plugin?

best,
O
No, you don't.
But you need standalone license to activate 3dsmax plugin.

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 9:38 pm
by Karba
MistAjuliax wrote:Hi Karba,
Did you plan to make an 1.50 update of the manual ?
Could you please point missing part in 1.20manual expect object properties?

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 10:54 pm
by kevinshane
Hi guys,according to that corona proxy thing,please don't PM me,cuz It's Really Simple JOB!! I can't reply to you one by one :( :( so I post in here in case someone really interested in this !!Here I test in some real project using corona point cloud display option!! The converting job is really really simple,try following this:
1.Import a high poly object(such as tree) and then apply octane material to that high poly object
2.create corona proxy in object create panel
3.pick scene object(which will be that high poly object),and then pop up a window to save the .cmesh file!Go ahead give it a name and hit save to your hard drive(everywhere :lol: )
4.after u done this,you should see a proxy object with 0 face and the original high poly object(u can delete it now)
5.u can use some scatter script(such as adv painter) to populate the whole "set dress" progress,after u finish them,Ctrl+A select them all and check on "Octane movable proxy"
6.Done :) :)
Here are some screenshots of a real project! before I convert them into corona proxy,it's really impossible to rotate the viewport(much lag) with almost 2 Billions tris,look at this screenshot:
001.jpg
and then I convert those trees into corona proxy,the viewport become smooth and I can rotate in almost real time:
002.jpg
003.jpg
04.jpg
05.jpg
06.jpg
07.jpg

The great thing for this corona proxy things, is u can now save a really small size max file!!also u can never worry about the autosave in 3ds max(for a 2 Billions faces scene,it's really painful when waiting a long "autosave" time,and sometimes it may crash :cry: )!! but now everything changed :twisted: :twisted: :twisted:
08.jpg

The END :mrgreen: :mrgreen:
oh btw , little tips for this corona proxy things
1.Try using corona "box bounding" display when u working in a super large scene(cuz point cloud still get some lags )or try to reduce the point cloud % to something like 0.01%
2.for a old vray scene with many vray proxy meshes,you can go to corona forum and find the coronaConvertProxies.ms script, this little tiny script will convert all vrmesh to cmesh in a single click!! and then use octane convert materials!! so basically it's a "two click" job and u can render in octane now(the cmesh maintain exactly the same position of vrmesh's) Without this script,you have to convert them hand by hand into mesh :twisted: :twisted: already tested and it worked very well :twisted: :twisted: (such as old evermotion file)
3.if you want to edit the cmesh,well that's impossible :| :| but u can change the corona proxy display to "full mesh" and then convert them to editable mesh,guess what??u can get the original high poly object back in 3ds max :mrgreen: :mrgreen:
4.With corona proxy + adv painter script, u can now say byebye to Forest Pro plugins :mrgreen: :mrgreen:


Enjoy~~

Now it's the end :twisted: :twisted:

Re: OctaneRender® for 3ds max® v1.50a

Posted: Tue Apr 08, 2014 11:07 pm
by kevinshane
Enjoy~~

Now it's the end :twisted: :twisted:
:? :? btw please don't comment those "low poly surrounding buildings" or "no cars" on the road thing :twisted: :twisted: it's not a complete project and I know that :lol: :lol: I will make sure killing those low polys :P :P