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Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Posted: Fri Jun 26, 2015 7:34 am
by Goldisart
Personally I have no problems with the transition to 20 seconds spent now to change v1.9 on v2.0 and back. New stage a new version of the plugin. Old scene I roll back the version of octane to 1.9 don't face any difficulties. And materials you can correct and adjust usually new scenes require new materials. I'm really looking forward to the bug fixes in the new version because I'm bringing three new projects in version 2.0 and have difficulty in setting up the camera

If the render farm then Yes ... people have problems but if 1 computer no difficulties
Of course the script is necessary - and the blame Otoy and not Jimstar - write in Otoy.

Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Posted: Fri Jun 26, 2015 8:10 am
by JimStar
Goldisart wrote:I'm really looking forward to the bug fixes in the new version because I'm bringing three new projects in version 2.0 and have difficulty in setting up the camera
I'm working right now on the bug-fixing of this version, and lot of the bugs are already fixed (including mentioned here complex parameters assignment from MaxScript). The only reason I still do not release the next fixed 2.1 version - we are still deciding if we need to continue this branch at all. As the more users will be bitching about compatibility - the more likely this version may be discontinued. We are a small team, and every developer already has a lot of work, more than usual. So, regarding this:
Goldisart wrote:Of course the script is necessary - and the blame Otoy and not Jimstar - write in Otoy.
It does not make sense to "blame Otoy". The resources are not endless. If e.g. I develop four different plugins, two of them for three different operating systems each (Win, Linux and OSX) and one of them consists of two separate client and full-blown-special-Blender-edition parts (each of them for all three OSses), plus the standalone development from time to time - you can calculate yourself the amount of work for all this (and all users like often-releases and new features). It's just impossible for me to start one more standalone convertor project and continue to support it alongside all other projects... This is nothing to do with Otoy - it is just matter of lack of resources for the separate project desperately needed by just few people...

Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Posted: Fri Jun 26, 2015 8:15 am
by DIO
Hi everyone,

first off all exuse me if this doesn´t exactly fit here and if I can´t stop talking about this. But I´m now trying
to adress specially you Jimstar and all other users here in this thread just to know whether I am the only one missing this feature or just don´t
get they way render layer ID and render layer mask Elements are working. Or generelly how am I supposed to get reliable masks
with my animation?
Version after version I wait for something to happen regarding this topic but it seems to me, I´m the only one interested.

http://render.otoy.com/forum/viewtopic.php?f=27&t=47963

I just don´t get why every one is talking about better mask script support, hair & fur, volume rendering and so on, if
still one of the basic features every renderer should have (and really the only one I´m missing for so long) is still
not implemented?
How are you guys render your object masks for compositing with your beauty pass ?

This is my current workaround, but you have to re-render all sequences multiple time for mutliple masks:

http://render.otoy.com/forum/viewtopic.php?f=27&t=46421

If it is technically such a big effort to implement an RGB Mulitmatte Renderelemtn (like in Vray) using Octane Render Layer ID,
or just not worth it, because no one exept from me wants it, please just tell me.
Or to have a render Layer ID Mask Element in which you can set an ID number and get a black/white mask
of the object having that octane object layer ID. With setting up mulitple of these in the render elements you
could get all the masks you need on the fly with your main rendering.
I just want to know if this is something that is curently worked on or even thought about it, or if I can just forget about it
and return to vray for animation. This is not supposed to be a "goodbye octane" threat. I still love octane and wouldn´t use
anything else for still images. But it is just such a pity I can´t use the speed it offers for animations, because I just need the
controll of every object later in compositing. Re-rendering whole sequenzes again for getting the masks nullifies the speed
advantage completely.

So please, just let me know if I can wait for some development in this direction. Even in Octane 3.0 ... or if just nobody cares
about this.

regards

Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Posted: Fri Jun 26, 2015 8:20 am
by Elvissuperstar007
1.9 is the end of octane! The new version will provide for the development of ambitious projects!

Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Posted: Fri Jun 26, 2015 8:42 am
by Goldisart
you Want an awesome feature in octane to tell. ( in English I have it just will not work) because I realized that in 3 versions caustic is not the word I want to convey to you.
Caustic when the lighting HDRI maps very fast ( even at caustics with blur = 0 is in seconds and little noise) - but this property cannot be used in interior scenes.
As soon as the scene HDRI map not working = and any source of light leads to the fact that caustic is better not to include.
I ask - is it possible theoretically - farawati caustic and use the overlay ( that is, not to consider the light sources and samocveti and buy and take into account only the light from the HDRI fake cards on metals and glasses (enter a tick for example in the material the fake caustic soda) ... That win.... win more real picture. Light reflection from metal and glass products.

And really it would be great to type on AO in the diffuse render setting saturation in the scene ( this is what not to do post in photoshop ) sense because AO and so is mixed.

Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Posted: Fri Jun 26, 2015 9:06 am
by suvakas
Hey Jim,
Please continue with the new version. Your work is highly appreciated. There should be no doubt that the new version is the proper way of doing things.

Suv

Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Posted: Fri Jun 26, 2015 9:19 am
by raylab
I agree, please continue with the new version.

Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Posted: Fri Jun 26, 2015 9:59 am
by dawe
Does anyone here having problems with the spinners in the render dialog? They don´t update. just the first click and then it stops updateing and you have to close the render dialog to open it again. exposure in example.

max 2015 64 bit

other than that.
I´m all for the new branch :D

Daniel

Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Posted: Fri Jun 26, 2015 10:34 am
by JimStar
dawe wrote:Does anyone here having problems with the spinners in the render dialog? They don´t update. just the first click and then it stops updateing and you have to close the render dialog to open it again. exposure in example.
I'll check this, thanks for report. The settings dialogs were changed completely (they just look the same) to work with different data, so there may be still some little issues with them... I'll fix it all in next release.

Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]

Posted: Fri Jun 26, 2015 11:11 am
by ka-ra
JimStar wrote:
ka-ra wrote:The Alpha image map can't work because the file format is "Alpha Image " and that can't be changed.
Could you please describe more in detail what is not working?
Sorry about that, not a bug. I have forget that the plugin don't handle .tga files