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Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Sun Jun 30, 2013 2:53 am
by face
Architectural Glass is a feature from 1.00 to 1.20.
Not from 1.18 to 1.20.
face
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Sun Jun 30, 2013 3:15 am
by buggy
truerender wrote:Could you give simple step-by-step example of what you are doing and what the problem is? We couldn't reproduce it here.
Open any scene on my laptop in 3dsmax 2011 x64
Open OctaneRender viewport and start rendering.
It is showing only first samples, then no updating, but rendering in background because when click "pause" viewport is updating and shows picture with last renderin result...
So OctaneRender viewport not updating during rendering.
Maybe because it is a mobile version of Quatro 2000M?
I am also experiencing this problem in Max 2011 64bit.
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Sun Jun 30, 2013 4:09 am
by Karba
Do you know where architectural glass is in standalone?
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Sun Jun 30, 2013 6:57 am
by gabrielefx
I never use the standalone version but I see some features that the 1.18 Max plugin lacks:
2d image background
wireframe render
gradient shader
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Sun Jun 30, 2013 6:10 pm
by emihich
Karba wrote:
Do you know where architectural glass is in standalone?
You Guys and your cool one line replies, don't cease to amaze me !
No, I don't care for renders without animation capabilities or camera import.
Sorry , i don't know Where it is that on the plugin, all I know is a stupid workaround.
Are you and your big team preparing Octane 3ds Max plugin Tutorials already ,
or any documentation at all , for dumb obsolete users like me ?
You Guys are so up to date !Gabrielle mentioned wireframe render ,
where is it on the plugin, please ? 2d image background is also a must.
Mental Ray has it for a decade now, via switch background.
For your information I have license for the following renders :
Maxwell render (heard of it ?)
Vray
Indigo render
Mental Ray and Iray .
I still consider Octane my greatest hope for animation Render, my problem is that there's one single man behind it , you .Thank you for everything.
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Sun Jun 30, 2013 7:29 pm
by face
How i see, the background image isn´t supported with the actual 1.18SDK, maybe with the next 1.20SDK.
A wireframe pass is possible.
The gradient texture can be a problem to implement with the given Max IU.
I also haven´t it in the Softimage plugin.
face
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Sun Jun 30, 2013 7:43 pm
by bicket
gabrielefx wrote:I never use the standalone version but I see some features that the 1.18 Max plugin lacks:
2d image background
wireframe render
gradient shader
Wireframe is available in the InfoChannel Kernel
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Sun Jun 30, 2013 9:06 pm
by Karba
emihich wrote:Karba wrote:
Do you know where architectural glass is in standalone?
You Guys and your cool one line replies, don't cease to amaze me !
No, I don't care for renders without animation capabilities or camera import.
Sorry , i don't know Where it is that on the plugin, all I know is a stupid workaround.
Are you and your big team preparing Octane 3ds Max plugin Tutorials already ,
or any documentation at all , for dumb obsolete users like me ?
You Guys are so up to date !Gabrielle mentioned wireframe render ,
where is it on the plugin, please ? 2d image background is also a must.
Mental Ray has it for a decade now, via switch background.
For your information I have license for the following renders :
Maxwell render (heard of it ?)
Vray
Indigo render
Mental Ray and Iray .
I still consider Octane my greatest hope for animation Render, my problem is that there's one single man behind it , you .Thank you for everything.
I could spend half of my time for documentation writing instead of developing actual features.
If some one things proper manual is more important than new features, I can switch.
Architectural glass was added 4 months ago.
http://render.otoy.com/forum/viewtopic.php?f=27&t=29046
And wireframe channel was added right after it was introduced in standalone.
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Sun Jun 30, 2013 10:27 pm
by emihich
I could spend half of my time for documentation writing instead of developing actual features.
If some one things proper manual is more important than new features, I can switch.
Architectural glass was added 4 months ago.
viewtopic.php?f=27&t=29046
And wireframe channel was added right after it was introduced in standalone.
Like I said, one man band.
don't get me wrong, You are the Best, Big time indeed, and I mean it.
Documentation ? still important.
Why one of the Genius in this forum , can't take care of it ?
Like Martin Tintam , the Guy who has created and updated wonderful video tuts for Octane.
see link :
http://www.youtube.com/playlist?list=PL0DBA6671E0A1743B
it is unfair if you ask me,Shall I know everything that this SDK club comes with ?
it is like scrolling trough topics all day , and this is not even a Beta anymore.
and I see bugs being polished, rather then features inplementation.
Anyway, the question about just released Octane 1.20 new features was not even mine.
info is misleaded here ok ?
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Mon Jul 01, 2013 12:20 am
by solomon
Hi Karba, I have a quick question about the SSS skin shader in 3DS Max, I am having trouble converting the built in Mental Ray skin shader to an octane ss shader, is this supported in this current build?
any recommendations for building a skin shader that also utilizes a texture that is already applied to a character?