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Re: OctaneRender® for 3ds max® v2.0a
Posted: Sat Jun 21, 2014 9:31 am
by MistAjuliax
Ok,
Thanks for the info.
regards
Re: OctaneRender® for 3ds max® v2.0a / Anima material conversion
Posted: Sun Jun 22, 2014 8:24 pm
by Julien
What about an(i)maMaterial conversion????
Anima crowd simulation software from AXYZ imports fine but Octane can't perform the material conversion.
https://secure.axyz-design.com/anima-cr ... tware-home
This is a serious problem because the anima material is a Multi/Sub-object with "many" ID.
Any chances you can fix this in the Material converter?
Re: OctaneRender® for 3ds max® v2.0a / Anima material conversion
Posted: Sun Jun 22, 2014 10:16 pm
by Karba
Julien wrote:What about an(i)maMaterial conversion????
Anima crowd simulation software from AXYZ imports fine but Octane can't perform the material conversion.
https://secure.axyz-design.com/anima-cr ... tware-home
This is a serious problem because the anima material is a Multi/Sub-object with "many" ID.
Any chances you can fix this in the Material converter?
Is it standard materials or ones of 3rd party development?
Re: OctaneRender® for 3ds max® v2.0a
Posted: Mon Jun 23, 2014 6:59 pm
by mykola1985
Hi Karba! what about the next release and hair compatibility with native max hair modifier?
will we see it soon?
Re: OctaneRender® for 3ds max® v2.0a
Posted: Mon Jun 23, 2014 9:20 pm
by Karba
mykola1985 wrote:Hi Karba! what about the next release and hair compatibility with native max hair modifier?
will we see it soon?
I am working on hair support.
Re: OctaneRender® for 3ds max® v2.0a
Posted: Tue Jun 24, 2014 4:13 am
by kevinshane
Hi Mr.Karba
1. Found a bug of motionblur! When import an animated abc file(fish swimming) into 3ds max with 2.0a plugin,it can't produce any motionblur!But in standalone did(2.01 version)!
2. Sequence obj(or .bin sequence)animation also can't produce any motionblur! Please look into it!
3. Xref still can't render in realtime viewport(high poly one)
4. Does the vertex shader support both in standalone and plugin??
Thanks!
Shane
Re: OctaneRender® for 3ds max® v2.0a
Posted: Tue Jun 24, 2014 10:08 am
by suvakas
Yes, please fix/add deforming motion blur.
Do we really have to start requesting those things again and again?
I upgraded and expected to have a full 2.0 support, but a lot of things are missing.
Suv
Re: OctaneRender® for 3ds max® v2.0a
Posted: Tue Jun 24, 2014 10:35 am
by mykola1985
I agree...
Re: OctaneRender® for 3ds max® v2.0a
Posted: Tue Jun 24, 2014 11:15 am
by acc24ex
also please consider more access to maxscript - I need to do this: click on a save as .jpg or .png .exr and save incrementally - this is three clicks away - a lot, when you save 20+ renders
- also what changes since the earlier versions - now I cannot add any dirt turbulence or RGB image node to a texture map via maxscript, either diffuse, bmp - anything, I cannot find any way around it - basically I added buttons to create a basic material that uses wirecolor for diffuse, but then I wanted to extend to add slight bumps via marble or turbulence - I actully used that plenty, really speeds up my workflow.. with an empty scene you can quickly add basic rgb materials without opening material editor
- again, edge rounding is a bit not really usefull, smoothing issues allround, the region render doesn't show up when using "lock resolution"
- overall it's a lot more sluggish, I've got three 590s hooked up, and even with basics it seems like it has a lag
Re: OctaneRender® for 3ds max® v2.0a
Posted: Thu Jun 26, 2014 11:00 pm
by DIO
Displacement isn´t working in the mix material.
It works in the displacement slot directly in the mix material, but there is no effect when mixing materials
which have displacement on their own.
Also it doesn´t work putting a mix texture blending or masking with two displacement-maps into the displacement slot of a material.
No effect at all.