OctaneRender® for 3ds max® v1.53

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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darkline
Licensed Customer
Posts: 291
Joined: Wed Mar 07, 2012 11:56 pm

Hi Abstrax,

Thanks for this - a few questions/suggestions : I think I understand what you're doing but how does this work in 3DSmax? Is there be an option in octane for projecting the background onto the objects? All these examples have been with standalone and I have no idea how you'd do it in Max.

Also it seems like a much more innacurate way of doing things which only helps in certain (unprepared) situations. For me there are many times the old method is better. Can we choose to toggle the behaviour of the matte object (like diffuse reflection or Camera projection?) I'll tell you why - I take lots of photos of the environment when I'm shooting for this typr of shot. I take texture maps for all the matte objects to map onto them in 3D. If my cg character is running on the floor I sometimes take HDRI but mainly I have jpgs of the floor texture too so I can get fairly accurate bounced light/reflections. With the old technique this was fairly simple and was sure to be accurate.

What about the diffuse light bounce with this new method? For example, does the new fake camera mapping take into account the light bounced onto objects from the matte material? In my example, a white floor would act as a reflector and bounce white light into anything sat on it. It seems camera projection would be more inaccurate than this.

Finally how would it work with moving background footage? A lot of shots in my short film are 3D solved with a moving camera on dolly or jib, which was not a problem with the old method, but as a camera projection you may get some odd things happening. I don't even know if octane will work with a sequence of projection maps?

The only real problem I had with the old matte object was shadow control, all my matte materials would be semi-opaque with tons of shadow details, having a multiplier control over shadow density or something like that would really help. There's even times where I want a matertial to be matte (to obscure a cg element) but I don't want it to recieve shadows from anything in the environment.

I know that post was all over the place, but hopefully you can follow some of what I'm saying.
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
pixelsolution
Licensed Customer
Posts: 15
Joined: Mon Aug 26, 2013 7:02 am

Karba wrote:
pixelsolution wrote:Hi Karba
With this new version i am facing below problems..
1. i m not able to get render view-port done (it is showing black..)
2. when i was using previous version 1.5a, i that on view poet 3 buildings were open and when i turn 4th building whole building turns to black and at some places there colors also changes.

The same project is running very stable and smoothly with 1.20. and it is rendering in 3 min with full HD quality 1200 samples


pixelsolution

core i 7 4700k / 32 gb ddr 3 1600 ram / 2x titan.
What is your texture statistic?
60/144
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ltchest
Licensed Customer
Posts: 119
Joined: Sat Feb 27, 2010 5:03 am
Location: Funcouver

Karba wrote:
ltchest wrote:will this new release support / work in Max 2015 ??
Not yet.
Is this coming soon ? or not on the agenda at the moment ?
Win7 64bit. i7 3930K 4.2Ghz.32GbRam. GTX670(4Gb)+2xGTX580(3Gb) | 3xGTX780(3Gb). 337.88. 1200W. (+ 5 x i7 2600 nodes).
thenomad
Licensed Customer
Posts: 29
Joined: Tue Sep 10, 2013 5:50 pm

POssibly dumb question - is there any way to include multiple cameras in the export?

If not it's no great hardship - I can just export them as Alembic - just checking.
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