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Re: OctaneRender® for 3ds max® v2.13

Posted: Sat Dec 13, 2014 5:51 pm
by bcravin
Thanks Karba for fixing MB. I will test my scenes today.

I go through waves of excitement about Octane. I dive into it until I hit a glitch/limitation that makes it impossible for me to get the results that I need for a final shot. I began diving in again once I saw this release, immediately I run into another wall.

I have seen many posts about the Matte Objects and how they are not Ideal. I am rendering a ship that I need to composite into a live action shot. I try to render the ship with a ground plane that has a Diffuse Material and the Matte button selected. Nothing else is in the scene to account for the shadowing that is hitting the ground plane. Am I doing something wrong? If so, can I get some guidance?

I'm also running into an issue when I set my Motion Blur Duration to .5 my "enable motion blur" radial button begins working in reverse. I turn on Motion Blur and it turns off, and when I turn off Motion Blur it turns on.

You also may want to change the default motion blur to .5 as that is more of a standard motion blur according to film and such. I'm assuming that Motion Blur Duration is equivalent to Shutter Speeds (in real world) Duration of 1 would be equal to 1/24 or 360 degree shutter, this means that shutter stays open for the entire duration of that frame. Film Standard is 180 degree shutter, 1/48, or .5 for Motion Blur Duration. (Just a thought)

Re: OctaneRender® for 3ds max® v2.13

Posted: Tue Dec 16, 2014 4:29 pm
by HHbomb
do you checked "alphacannel" ?

Re: OctaneRender® for 3ds max® v2.13

Posted: Tue Dec 16, 2014 5:02 pm
by bcravin
Yes.

Re: OctaneRender® for 3ds max® v2.13

Posted: Tue Dec 16, 2014 9:39 pm
by oguzbir
bcravin wrote:
I have seen many posts about the Matte Objects and how they are not Ideal. I am rendering a ship that I need to composite into a live action shot. I try to render the ship with a ground plane that has a Diffuse Material and the Matte button selected. Nothing else is in the scene to account for the shadowing that is hitting the ground plane. Am I doing something wrong? If so, can I get some guidance?
For eliminating the overall unwanted shadow on the ground plane.
You'll need to test if turning off Importance sampling work.
Besure to set the kernel to ambient shadow.

But I guess that functionality no more working in the recent 2.15. Maybe I'm wrong but maybe it's a bug.
To be sure test this with v2.13

Hope it helps.