What does this mean?daniel.reutersward wrote:... but the materials are impossible to see/use.
OctaneRender® for 3ds max® v2.24.2 - 2.15 [OBSOLETE]
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Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
- daniel.reutersward
- Posts: 83
- Joined: Tue Jun 30, 2015 10:23 pm
- Location: Sweden
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This is how my material editor/material previews look like when 3Ds Max Gamma is completely disabled. Like gamma 1,0 or 0,5 or something way off.JimStar wrote:What does this mean?daniel.reutersward wrote:... but the materials are impossible to see/use.
daniel.reutersward
Yes, this is in gamma 1.0.
And there are two reasons why:
1. 3ds Max SDK does not let the plugin to change the gamma of the material picker control, so it is always in gamma 1.0 if 3ds Max gamma is disabled. Thus the plugin is forced to keep the material balls in gamma 1.0 too - to match the color picker control.
2. Even if I find some hack to be able to set the non-1.0 gamma in Max material picker - there will be still the ambiguity in what exact gamma value must be set for material editor if Max gamma is disabled and Octane tonemapping is used instead. Imagine a corner-case: a user has a couple (say 10) of Octane cameras with different gamma/response settings each. The material editor preview could only match one of these settings at the time, so it will be anyway wrong in 9 of 10 cases.
I will investigate some more to improve this.
Yes, this is in gamma 1.0.
And there are two reasons why:
1. 3ds Max SDK does not let the plugin to change the gamma of the material picker control, so it is always in gamma 1.0 if 3ds Max gamma is disabled. Thus the plugin is forced to keep the material balls in gamma 1.0 too - to match the color picker control.
2. Even if I find some hack to be able to set the non-1.0 gamma in Max material picker - there will be still the ambiguity in what exact gamma value must be set for material editor if Max gamma is disabled and Octane tonemapping is used instead. Imagine a corner-case: a user has a couple (say 10) of Octane cameras with different gamma/response settings each. The material editor preview could only match one of these settings at the time, so it will be anyway wrong in 9 of 10 cases.
I will investigate some more to improve this.
- daniel.reutersward
- Posts: 83
- Joined: Tue Jun 30, 2015 10:23 pm
- Location: Sweden
- Contact:
Thank you for the information Jim!JimStar wrote:daniel.reutersward
Yes, this is in gamma 1.0.
And there are two reasons why:
1. 3ds Max SDK does not let the plugin to change the gamma of the material picker control, so it is always in gamma 1.0 if 3ds Max gamma is disabled. Thus the plugin is forced to keep the material balls in gamma 1.0 too - to match the color picker control.
2. Even if I find some hack to be able to set the non-1.0 gamma in Max material picker - there will be still the ambiguity in what exact gamma value must be set for material editor if Max gamma is disabled and Octane tonemapping is used instead. Imagine a corner-case: a user has a couple (say 10) of Octane cameras with different gamma/response settings each. The material editor preview could only match one of these settings at the time, so it will be anyway wrong in 9 of 10 cases.
I will investigate some more to improve this.

Is there any workaround I can use in the meantime?
Or is this pretty much how it´s going to be from now on if you can find any workaround? If so, I would have to stay on 2.13 to be able to see materials rather correctly and use tonemapping?
Just curious!
