OctaneRender® for 3ds max® v3.04.3 - 4.26 [OBSOLETE]

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Goldisart
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dear developers .... I have little time to write so many messages for you... if all that I write is not so serious-just let me know ... and I'm not going to do detailed posts ... if my messages are important for you in the future... I will continue to forgive gouge you !!!! thank you

.............
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paride4331
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Hi Goldisart,
you can work with any unit of measure you prefer.
The settings in 3dsmax are:
1 unit of 3dsMax measure (meters .. octane works in meters)
2 units of displayed (meters, centimeters measure millimeter .. what you want)
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Paride
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oguzbir
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paride4331 wrote:Hi Goldisart,
you can work with any unit of measure you prefer. The settings in 3dsmax are:
1 unit of 3dsMax measure (meters .. octane works in meters)
2 units of displayed (meters, centimeters measure millimeter .. what you want)
Hi Paride4331,
I've been using cm as system unit for years. And as you suggested, my scene setups are problematic in terms of scale.
Light power values, procedural texture tiling problems so an so forth.

I've actually knew the problem from the start and tried to use Meters as system unit.
But if I do that than the max's viewport acts weirdly. Would like to know if you have a solution for this.

The problem can be seen in the picture below. The perspective view uses a kind of near clipping value. Real scale objects seems so small in 3D space.
There are some ways to overcome this problem. But if you happen to use cloth simulations and similar scale dependant features meters system unit doesn't work at best.

What would be your thoughts about this. Thanks,
meters.JPG
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paride4331
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Goldisart wrote:the question what is measured by this value .... watts or lumens....
https://docs.otoy.com/manuals/products/ ... emissions/
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paride4331
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Hey Guys,

Pay attention please to:
change unit of measure in a scene at work, it could be risky.
Let me give an example:
if a scene has 1 unit = 1 inch (1 inch = 2.54 cm)
you converted 1 unit = 1 cm
the system converts 1 unit = 1 inch (2.54 cm) = 1 cm
This may (definitely) create problems in the scene and consequent issue in render
So be careful when converting an existing scene.

Pay attention too:
it is good to work near x=0 y=0 z=0 in absolute coordinates.
Huge distance from the origin, creates issue in the render.
Last edited by paride4331 on Mon Dec 12, 2016 10:38 am, edited 1 time in total.
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Goldisart
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even more problems .... obviously paride4331 not worked with polygon modeling in these coordinates .... for examples sending a sketch and will forgive little models cube
test modeling.rar
(15.58 KiB) Downloaded 190 times
I am very interested how you will work in such coordinates with polygon modeling
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Goldisart
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with clamping possible to live like that there are adjustments of the camera .... but the rest of it .... tied with a absolute value and if we have a meter-then the standard value of the same chamfer 1 meter ... feel the difference :)
2016-12-12_13-36-55.png
for us, 3Dmax tool in the first place and not the renderer, and I should feel comfortable when working
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Goldisart
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if I need a chamfer of 1 mm I set the environment in mm if 1 cm I set the environment to 1 cm

.....

I can only work in the meter environment
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Goldisart
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+
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oguzbir
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That is exactly right.
it's really hard to work on in meter system units.
Dealing with objects having real life dimensions especially for those in product viz like a 20cm tall bottle and so on .

So I'll have to continue on centimeter system unit. As I do for 15 years.
I've worked on projects having a buildings and cities at full scale. I also had to work in meter system units.
I can confirm it's worryingly problematic if you have objects way off the 0,0,0 origin.

But this is not relevant working with small scale everyday objects.
I simply do not care if developers keen on eliminating standalone's meter units problem in max.
But it's not possible work comfortably in meters as system units for my general work..
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