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Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]
Posted: Sun Jun 28, 2015 4:52 am
by nikostap
Bugs/ If I turn the stereo camera, it automatically switches to the "Left" and then do not change. So it is with the off-axis and parallel. Max 2014
Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]
Posted: Sun Jun 28, 2015 4:57 am
by nikostap
another bugs.

just DayLight and Sphere. Glossy material, max 2014
another one

dont works, if i try drag my mouse on the slider. Any slider of Kernel Type.
Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]
Posted: Sun Jun 28, 2015 9:32 am
by MistAjuliax
nikostap wrote:another bugs.

just DayLight and Sphere. Glossy material, max 2014
another one

dont works, if i try drag my mouse on the slider. Any slider of Kernel Type.
Hi, i think it's not a bug, you have to subdivide your mesh. Artifacts appear on low poly meshes due to pathtracer this is the common limit of pathtracers if i'm not wrong. Maybe someone can confirm.
Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]
Posted: Sun Jun 28, 2015 5:08 pm
by DIO
RobSteady wrote:Render Layer Mask
Is it possible to render this at the same time and get render element outputs?
1. Beauty
2. Layer Mask 1
3. Layer Mask 2
4. Layer Mask 3
Also, it would be great if we could name the ID's in the Octane Object Properties (Layer ID1 = Brick, Layer ID2 = Metal...)
Or even better, if the Layer Element is named by the material.
This way we get a clear and traceable output.
Layered .exr will be available in 3.0?
+1 +1 +1 +1 !!
Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]
Posted: Mon Jun 29, 2015 1:15 am
by Phil_RA
Did you guys have problems with everything being slow even if the renderer is paused? It's come to a point for me where I sometimes just can't work anymore. Just going into sub-object causes the interface's refresh to lag while it refreshes. And even outside of Max, let's say in a browser, everything is delayed. It feels as if I was still rendering even if I am not. I'm on Max 2014, I'm wonder if this version fixes that or if that was known of before? Pretty sure this started recently, maybe since around 2.2+. I'm on 2.23.2 1.19.
Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]
Posted: Mon Jun 29, 2015 2:21 am
by nikostap
Hi, i think it's not a bug, you have to subdivide your mesh. Artifacts appear on low poly meshes due to pathtracer this is the common limit of pathtracers if i'm not wrong. Maybe someone can confirm.
\
In the sphere of 32 the polygon by default. Previously, this was not. If I increase the Number of polygon, it does not disappear.
Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [TEST]
Posted: Mon Jun 29, 2015 2:53 am
by coilbook
Thanks
Will we ever see procedural gradient map as actual gradient like 3ds max standard gradient
Re: OctaneRender® for 3ds max® v2.23.2 - 2.0 [OBSOLETE]
Posted: Mon Jun 29, 2015 5:46 am
by JimStar