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Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Sat May 13, 2017 11:14 am
by Goldisart
dear programmers how much do I have to ask you to make a tick to turn off imager the camera has a number of works in which this feature is useful ... I have already raised two years ago this request and yet nobody heard me - maybe now the policy has changed and we will have this function
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Mon May 15, 2017 7:40 am
by paride4331
Hi acc24ex,
1>
viewtopic.php?f=81&t=61098#p312647
2 > Perhaps this could also answer your question too >
https://vimeo.com/201203670
Anyway, you might share the .png and .exr comparison?
Are you working in linear gamma, tonemapping, 16bit, 32bit, what about ..?
Regards
Paride
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Mon May 15, 2017 10:45 am
by paride4331
Hi darkline,
Personally I would not know about your deelay motion blur, maybe it depends on the movable proxy and displacement mix,
maybe when you turn it off/on mb, Octane render recalculates the geometry by finding the displacement map node, but I'm not sure, it's a personal hypothesis.
Regarding your motion blur issue, you would have the Gizmos aligned and the same motion blur steps for all objects.
Regards
Paride
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Mon May 15, 2017 1:09 pm
by darkline
paride4331 wrote:Hi darkline,
Personally I would not know about your deelay motion blur, maybe it depends on the movable proxy and displacement mix,
maybe when you turn it off/on mb, Octane render recalculates the geometry by finding the displacement map node, but I'm not sure, it's a personal hypothesis.
Regarding your motion blur issue, you would have the Gizmos aligned and the same motion blur steps for all objects.
Regards
Paride
Hi Paride
As shown in the examples on the previous page, pre-delay motion blur is the same whether displacement map is on or off, so it cannot be that causing the issue. Are you saying this isn't a bug in the max plugin?
Also thanks for the tip regarding aligning the gizmos but that has no effect unfortunately. Rendering results are identical with one object appearing infront of the other if MB is activated. I do not understand why one object linked to another would appear different in the renderer? they are both in identical xyz space with same velocity moving in the same direction. Motion blur steps were already identical on all objects too...
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Mon May 15, 2017 2:36 pm
by paride4331
Hi darkline,
Could you share your scene with the issue? (In pm if you want)
Regards
Paride
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Mon May 15, 2017 10:58 pm
by wrapthereal66
yes , volume don't work with fumefx simulation , please fix it ! its important !!!
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Tue May 16, 2017 10:32 am
by darkline
Ok, Scene is too large but I can strip it back to just a couple of objects and hopefully that will mail to you
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Tue May 16, 2017 11:54 am
by Goldisart
stop render
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Tue May 16, 2017 11:57 am
by paride4331
@Goldisart
Hi Goldisart,
In this way, only the OctaneCamera works
Regards
Paride
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Tue May 16, 2017 12:07 pm
by paride4331
Hi Goldisart,
viewport stuck sample issue was in 4.32,
I did not find your issue; do you have that issue with only whole numbers in Expected exposure?
Regards
Paride