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Re: OctaneRender® for 3ds max® v1.25[Test]
Posted: Mon Feb 10, 2014 5:38 am
by tonycho
Hi Karba.
Any news for next update?
Can you put render region in next update ?

Re: OctaneRender® for 3ds max® v1.25[Test]
Posted: Wed Feb 12, 2014 7:03 am
by nildoe
Hi Karba,
I think i found a Bug in the CAST SHADOW Feature...
Image on the Left..i selected all the elements of the character and put CAST SHADOWS OFF...the character turns REDISH!! the right image is the correct color of the character.
EDIT: In case it helps...the shader was created based on tony's skin2 shader from Live DB...i less complex one..but using some of his techniques.
Nildo
Re: OctaneRender® for 3ds max® v1.25[Test]
Posted: Thu Feb 13, 2014 8:38 am
by gabrielefx
tonycho wrote:Hi Karba.
Any news for next update?
Can you put render region in next update ?

I think that Karba is waiting for a stable code, I see a new release every day. Now Octane kernel lacks a lot of the 1.5 features.
Re: OctaneRender® for 3ds max® v1.25[Test]
Posted: Thu Feb 13, 2014 7:00 pm
by dawe
I Would be realy glad if support for xref materials where added, so you dont have to merge the materials in to the scene. And allso, maybe support for closed containers. As it is now it dont work as long as the container is closed.
Best
Daniel
Re: OctaneRender® for 3ds max® v1.25[Test]
Posted: Thu Feb 13, 2014 10:06 pm
by Karba
nildoe wrote:Hi Karba,
I think i found a Bug in the CAST SHADOW Feature...
Image on the Left..i selected all the elements of the character and put CAST SHADOWS OFF...the character turns REDISH!! the right image is the correct color of the character.
EDIT: In case it helps...the shader was created based on tony's skin2 shader from Live DB...i less complex one..but using some of his techniques.
Nildo
It is not a bug. It is expected. Light goes deeper inside due to no shadows.
Re: OctaneRender® for 3ds max® v1.25[Test]
Posted: Thu Feb 13, 2014 10:06 pm
by Karba
gabrielefx wrote:tonycho wrote:Hi Karba.
Any news for next update?
Can you put render region in next update ?

I think that Karba is waiting for a stable code, I see a new release every day. Now Octane kernel lacks a lot of the 1.5 features.
1.31 will be pretty soon.
Re: OctaneRender® for 3ds max® v1.25[Test]
Posted: Fri Feb 14, 2014 5:33 am
by nildoe
I see...
is there a way to render this properly then? a work around u could advise?
Nildo
Re: OctaneRender® for 3ds max® v1.25[Test]
Posted: Fri Feb 14, 2014 8:51 am
by gabrielefx
Hi Karba
I noticed that if I merge Max objects into an existing Max scene Octane material names are not merged.
Example:
I have a scene with a teapot textured with a material called "wood1". No matter what are the textures used in the "wood1" material.
If I merge an object contained in another scene and this object has a material called "wood1" as soon as I open this object Max asks if I want to use the object material or use the existing scene material.
If I select "use the scene material" the Octane plugin should discard the imported material and apply the already existing wood1
If I use Vray it merges correctly the two materials and in the scene I have one material called "wood1" and not many materials called wood1, wood1, wood1, wood1, etc. (in case I merge several objects from various scenes).
Please check it.
Thanks.