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Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Thu Feb 09, 2012 12:33 pm
by FamilyGuy
Thanks gabrielefx :) Now it's working perfectly. No I can finish my project.

Edit: It's not perfect because I lost posibility of real time preview. I hope that soon it will improve.

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Fri Feb 10, 2012 4:11 am
by Draydin_r
I have a question I would like answered, I think it might be a rather significant bug.

I just downloaded the max plugin for 2012. and I have run into this issue.

For both pathtracing and PMC I'm running into the problem, of serious over lighting when I enter a max depth more than 2.

I would really like to use this plugin for a project I'm about to proceed onto, but as it stands it is seems to be very buggy.

I anyone could help me figure out what this is I would be extremely grateful. I'm under the gun so to say.

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Fri Feb 10, 2012 8:47 am
by gabrielefx
Draydin_r wrote:I have a question I would like answered, I think it might be a rather significant bug.

I just downloaded the max plugin for 2012. and I have run into this issue.

For both pathtracing and PMC I'm running into the problem, of serious over lighting when I enter a max depth more than 2.

I would really like to use this plugin for a project I'm about to proceed onto, but as it stands it is seems to be very buggy.

I anyone could help me figure out what this is I would be extremely grateful. I'm under the gun so to say.
check ray epsilon and your scale.

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Sun Feb 12, 2012 9:22 pm
by Karba
Draydin_r wrote:I have a question I would like answered, I think it might be a rather significant bug.

I just downloaded the max plugin for 2012. and I have run into this issue.

For both pathtracing and PMC I'm running into the problem, of serious over lighting when I enter a max depth more than 2.

I would really like to use this plugin for a project I'm about to proceed onto, but as it stands it is seems to be very buggy.

I anyone could help me figure out what this is I would be extremely grateful. I'm under the gun so to say.
Some times it can happens bacause of plugin licence.

Try to do next

go to
C:\Users\Andrey\AppData\Roaming\Refractive Software (just type
"%appdata%" in command line to get C:\Users\Andrey\AppData\Roaming\)
And remove all folders with name inside {}, like
{d3d9446802a44259755d38e6d163e820}

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Sun Feb 12, 2012 9:24 pm
by Karba
FamilyGuy wrote:Thanks gabrielefx :) Now it's working perfectly. No I can finish my project.

Edit: It's not perfect because I lost posibility of real time preview. I hope that soon it will improve.
Sorry for delay.
Yes, it was a bug.
I have fixed it. Wait for next release.

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Wed Feb 15, 2012 12:31 pm
by softline
Hi Karba!
Please add emitter visibility option and more light intensity control for IES, the current max power value isn't really enough.
Thank you!

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Wed Feb 15, 2012 5:56 pm
by FamilyGuy
Karba wrote:
FamilyGuy wrote:Thanks gabrielefx :) Now it's working perfectly. No I can finish my project.

Edit: It's not perfect because I lost posibility of real time preview. I hope that soon it will improve.
Sorry for delay.
Yes, it was a bug.
I have fixed it. Wait for next release.

Thanks for answer. When can we expect next release?

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Tue Feb 21, 2012 1:37 am
by acc24ex
http://www.scriptspot.com/3ds-max/scrip ... /converter

this could prove useful, a script to convert from any material to any material.. right now I am having trouble because I do not wish to reasign materials all over again from mentalray to standard (at least), and a simple convert to standard material script would be enough, but since I'm also using this 3dsmaxoctane plugin and I cannot convert to octane materials unless they are vrays.. so it would be great if this works on its own - so someone please try it
and it would be great if it could be implemented in the plugin.. it's missing this..

also, I still find myself using the octane standalone since it is much quicker working on it.. it really feels more comfortable using that workflow - and it would be great if you could implement the same workflow on the plugin as it is on the standalone, if it is possible at all, ie. the pick button for the focus is a must have

edit..
this works > http://www.fxfx.org/index.php/2010/02/0 ... materials/
the first one could be useful for someone whos into scripting - I couldnt get it working on 2012

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Wed Feb 22, 2012 2:21 am
by Karba
acc24ex wrote:http://www.scriptspot.com/3ds-max/scrip ... /converter

this could prove useful, a script to convert from any material to any material.. right now I am having trouble because I do not wish to reasign materials all over again from mentalray to standard (at least), and a simple convert to standard material script would be enough, but since I'm also using this 3dsmaxoctane plugin and I cannot convert to octane materials unless they are vrays.. so it would be great if this works on its own - so someone please try it
and it would be great if it could be implemented in the plugin.. it's missing this..

also, I still find myself using the octane standalone since it is much quicker working on it.. it really feels more comfortable using that workflow - and it would be great if you could implement the same workflow on the plugin as it is on the standalone, if it is possible at all, ie. the pick button for the focus is a must have

edit..
this works > http://www.fxfx.org/index.php/2010/02/0 ... materials/
the first one could be useful for someone whos into scripting - I couldnt get it working on 2012
Can you make a list of mentalray materials you want to convert. As short as possible. MentalRay has huge amount of materials, i wouldn't like to make a convertor for every one.

Re: OctaneRender® for 3ds max® v1.0 beta 2.57[NEW/CURRENT]

Posted: Fri Feb 24, 2012 1:46 pm
by acc24ex
I received a file with mentalray setup it's for a render job, a car model.. so I didn't even check most of it.. I used the converter which changed everything to gray - but at least I had separate standard materials - which is enough - before that it assigned the same material to the car and the tyres and cockpit - this was the main issue actually, I didn't want to assign a material to each and every model again so not as important, just needed to get separate standard materials

Actually a very useful thing to do here would be to change all of the standard materials to octane standard materials, for the octane3dmax plugin - just so we don't have to reassign everything again manually, glossy diffuse and specular - and a convertor which converts accurately back from octane3dsmax to standard materials - so we can export back to octane standalone - that one is a must have..
It has to be enabled for the user to switch comfortably back to octane standalone.. the standalone has a very fast workflow, and also, I have two standalone licences and one 3dmax, so when I wish to render on two machines I'd get stuck wih octane3dmax only



Karba wrote:
acc24ex wrote:http://www.scriptspot.com/3ds-max/scrip ... /converter

this could prove useful, a script to convert from any material to any material.. right now I am having trouble because I do not wish to reasign materials all over again from mentalray to standard (at least), and a simple convert to standard material script would be enough, but since I'm also using this 3dsmaxoctane plugin and I cannot convert to octane materials unless they are vrays.. so it would be great if this works on its own - so someone please try it
and it would be great if it could be implemented in the plugin.. it's missing this..

also, I still find myself using the octane standalone since it is much quicker working on it.. it really feels more comfortable using that workflow - and it would be great if you could implement the same workflow on the plugin as it is on the standalone, if it is possible at all, ie. the pick button for the focus is a must have

edit..
this works > http://www.fxfx.org/index.php/2010/02/0 ... materials/
the first one could be useful for someone whos into scripting - I couldnt get it working on 2012
Can you make a list of mentalray materials you want to convert. As short as possible. MentalRay has huge amount of materials, i wouldn't like to make a convertor for every one.