OctaneRender® for 3ds max® v2.24.2 - 2.16 [OBSOLETE]

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remKa
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Hello,

I also have trouble with the gamma of .EXR files.

When I save from the Render Output (1), with gamma set to "automatic (recommended)", my file will have gamma 2,2 applied twice.

When I save manualy from the MAX Buffer (2), with gamma set to "automatic (recommended)" , my file has the correct gamma.

That may be a 3DS Max issue, it's very frustrating while saving multiple render passes :)
Gamma_issue.jpg
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Goldisart
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Jimm thank you very much for simple and intuitive setting of the Imager !!!!
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JimStar
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remKa
I will check it, thank you for report. Looks like 3ds Max bug, 'cause in both cases 3ds Max saves the same its own internal image buffer holding the same data loaded by Octane plugin after rendering the image. Looks like in this case 3ds Max does not respect the gamma set in internal buffer info and assumes the buffer is always in 1.0 gamma. So I think the simple workaround here - just have 1.0 gamma in Octane imager if you save HDR image.
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Notiusweb
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Just wanted to report, as I have been following this thread, that in using the Alpha 3 standalone, and then exporting a 'Tonemapped' EXR, it went over to Photoshop as 'brighter'.
I had to lower the gamma in PS to get it to match Octane's display. But, If I exported an 'Untonemapped' EXR, it came over not requiring the gamma adjustment.

I don't know if this is related or not, as I know this plugin is not at Aplha 3.0...but just thought I'd share. I can ask about it it in the main build forum.
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kevinshane
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Hi Jim, could u please add normal map a "invert Y" option(or I should say -Y option ?) for converting the DX normal to openGL normal map?? cuz I find that octane is reading the opengl normal map right?? but most of the other ungine using dx normal map, I have to prepare two format normal map to suit for unreal and octane! could u please make it happen?? thanks

oh btw, I have a maya license but ever since I bought the maya license by mistake(well...it's my fault,and i know that, i want to buy more max licenses but I click the wrong button and buy a maya license..lol...)..so my question,since u are developing both max and maya,so could u please transfer my maya to a max license??(my maya has 2.x license but eating dirt since 1.2 when maya out...I've never use the maya...) :oops: could u do that for me ?

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Goldisart
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when use tone mapping stops working alpha channel ( enable gamma/lut correction - ON (2.2))
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Elvissuperstar007
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bug MB
direct working
beauty does not work
Attachments
2016-01-25 15-53-08 Скриншот экрана.png
2016-01-25 15-53-48 Скриншот экрана.png
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darkline
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Hi Jim - have you had any thoughts on the problem I posted in the last release thread? :

Ive got a bit of a problem with animating octane camera properties :

I have many shots that need 3D tracking/solving for visual fx work and rendered with octane. So my workflow is I solve using Syntheyes and then export to a maxscript. In 3DSmax I now have my scene markers and camera movement and it's all good. The problem arises when I needed to animate the focus depth of the camera (as the camera moves in) - you can't animate any of the octane settings unless you use an octane camera. The camera in my scene is a standard max camera (as would be exported from all 3D tracking solutions), and there's no way to turn it into an octane one in 3dsmax.

My workaround has been to create an octane camera, switch from the standard max camera to perspective view, match octane cam from current view and then link the octane camera to the max camera. The problem here is there is drift due to octane cam not having a target point, when the max camera does. So it becomes a very difficult process to use octane cameras for 3D tracked shots with a moving camera.

Is there any way you could either a) have an option to switch max camera to octane cam (retaining all it's animtion exactly) or b) have the octane camera controls available to animate using a standard max camera too?

thanks
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boris
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darkline wrote:Hi Jim - have you had any thoughts on the problem I posted in the last release thread? :

Ive got a bit of a problem with animating octane camera properties :

I have many shots that need 3D tracking/solving for visual fx work and rendered with octane. So my workflow is I solve using Syntheyes and then export to a maxscript. In 3DSmax I now have my scene markers and camera movement and it's all good. The problem arises when I needed to animate the focus depth of the camera (as the camera moves in) - you can't animate any of the octane settings unless you use an octane camera. The camera in my scene is a standard max camera (as would be exported from all 3D tracking solutions), and there's no way to turn it into an octane one in 3dsmax.

My workaround has been to create an octane camera, switch from the standard max camera to perspective view, match octane cam from current view and then link the octane camera to the max camera. The problem here is there is drift due to octane cam not having a target point, when the max camera does. So it becomes a very difficult process to use octane cameras for 3D tracked shots with a moving camera.

Is there any way you could either a) have an option to switch max camera to octane cam (retaining all it's animtion exactly) or b) have the octane camera controls available to animate using a standard max camera too?

thanks
can't you link octane camera target to max camera target and octane camera to max camera? i thought i have done this sometime in the past.
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oguzbir
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New bug report
Re: Appling symmetry to object flips textures in a wrong way.
viewtopic.php?f=81&t=52450
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