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Re: OctaneRender® for 3ds max® v2.23.2 - 1.9 [TEST]

Posted: Wed Jun 17, 2015 8:28 pm
by oguzbir
JimStar wrote:Guys, just wait.
I'm working on a huge plugin refactoring to make the MaxScript language fully supported and add other important features that require this refactoring.
So I just have no time to sit on the forums currently...
Hi JimStar,
I have no attention to interrupt your work.
But when you feel you're kind of close to integration.
Please make sure all or most of the Render Setup values can be accessed via maxscript.
to test that.
All you should do is
Open maxscript listener. In the white area you should write the below line (octane must be set as the current renderer.)

Code: Select all

show renderers.current 
Below you can find the current results tested with Octane and Scanline Renderer.
Best,

Re: OctaneRender® for 3ds max® v2.23.2 - 1.9 [TEST]

Posted: Wed Jun 17, 2015 10:18 pm
by acc24ex
I have a dream..

Imagine this - a connector or a bridge between 3ds max live plugin and adobe Lightroom - in case you didn't try lightroom - you can use it as a live post processing tool like exposure but also tonemapping, color presets, highlits, shadows, much better vignetting, bw presets, lens correction, HDL adjuster, hue saturation, whites, black, contrast - all the stuff found in photoshop

- you learn how to use it in like 10 minutes, and realise there is no easier tool for live photo processing with a lot of power - like picassa only pro level

- imagine like a sort of live feed bridge, press on the octane viewport button to launch the current render in 32 bit mode into lightroom and another to refresh current - this could upgrade usability of octane to more than 50%

Re: OctaneRender® for 3ds max® v2.23.2 - 1.9 [TEST]

Posted: Fri Jun 19, 2015 7:23 am
by gabrielefx
the new advanced Vray frame buffer does a lot of these things.
I think it's possible to have many picture controls directly in the Octane GUI.

Re: OctaneRender® for 3ds max® v2.23.2 - 1.9 [TEST]

Posted: Fri Jun 19, 2015 8:10 am
by RobSteady
Guys, let's focus on one thing after another; if the whole max script thing is working this is a big step forward...

Re: OctaneRender® for 3ds max® v2.23.2 - 1.9 [TEST]

Posted: Sun Jun 21, 2015 8:22 pm
by Phil_RA
Repeating this one just to make sure this regression doesn't fall in the cracks: if the renderer is paused, you can't see any of the post effect value changes unless you resume the rendering. I should be able to change things like bloom values, Response, etc., while the renderer is paused, as it was before.

Re: OctaneRender® for 3ds max® v2.23.2 - 1.9 [TEST]

Posted: Mon Jun 22, 2015 12:44 pm
by Goldisart
It is convenient to work with the tool Snaps toggle -- but if exposed glass and the subject have to edit and do an air layer in millimeters. You can avoid extra work ? Thanks

Re: OctaneRender® for 3ds max® v2.23.2 - 1.9 [TEST]

Posted: Mon Jun 22, 2015 12:50 pm
by Goldisart
I can't find the control button of all cameras via General settings previously, this button was in previous versions

Re: OctaneRender® for 3ds max® v2.23.2 - 1.9 [TEST]

Posted: Mon Jun 22, 2015 2:20 pm
by mikinik
Goldisart wrote:It is convenient to work with the tool Snaps toggle -- but if exposed glass and the subject have to edit and do an air layer in millimeters. You can avoid extra work ? Thanks
I have no such problems, even if polygons are coplanar. problem in your scene. try make smaller value ray epsilon.

Re: OctaneRender® for 3ds max® v2.23.2 - 1.9 [TEST]

Posted: Mon Jun 22, 2015 2:31 pm
by oguzbir
Also try to extend the precision parameter in max settings. that way you can lower the epsilon setting. like 0.0000001

Re: OctaneRender® for 3ds max® v2.23.2 - 1.9 [TEST]

Posted: Mon Jun 22, 2015 4:50 pm
by Goldisart
+1 help :)