Speaking of the Devil ...You're Welcome.by solomon » Sat Jun 29, 2013 8:52 am
Hi Karba,
does this plugin build have the new features recently announced in the Octane Standalone 1.20?
Solomon W. Jagwe
OctaneRender® for 3ds max® v1.18[Test]
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Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
I don't have much experience in skin shaders.solomon wrote: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?
SSS in mental ray and SSS in Octane work very different. So it is impossible to do proper automatic conversion. I think there are some people on the forum who have good experience in skin shaders.
Karba
How do I use the 'background image' feature?
I have a character lit with HDRI on matte shadow but when I composite it in AE it's still retaining the shadow detail of the HDRI background. How Do I swap this out in octane for the background plate?
How do I use the 'background image' feature?
I have a character lit with HDRI on matte shadow but when I composite it in AE it's still retaining the shadow detail of the HDRI background. How Do I swap this out in octane for the background plate?
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
Hi Karba,
please fix this:
- when you convert a V-Ray Mtl to Octane, bump slot gets pluged in a image texture instead of float image texture, also reflection.
Maybe this is not a big problem but there is another bug: Thank you
please fix this:
- when you convert a V-Ray Mtl to Octane, bump slot gets pluged in a image texture instead of float image texture, also reflection.
Maybe this is not a big problem but there is another bug: Thank you

Core i7 860, ZOTAC GTX 580 - 3GB, 2 x GTX TITAN, 32Gb RAM
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
sorry, I was blindface wrote: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
I thought it was a material
Unfortunately is not possible to change wire thickness and have ambient occlusion
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
I think it's not an issue because we can use in vray colored image textures for bumps.lixai wrote:Hi Karba,
please fix this:
- when you convert a V-Ray Mtl to Octane, bump slot gets pluged in a image texture instead of float image texture, also reflection.
Maybe this is not a big problem but there is another bug: Thank you
Instead the opacity map value should have a default power of 1.0 and not 0.9
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
@ Karba,
can you please add a Rotate parameter to near clip depth ?
if is not too hard, i find myself cutting edges of building because my camera is not perpedicular to the building.
It's allmost like a Tilt lens.
Thanks.
can you please add a Rotate parameter to near clip depth ?
if is not too hard, i find myself cutting edges of building because my camera is not perpedicular to the building.
It's allmost like a Tilt lens.
Thanks.
Core i7 860, ZOTAC GTX 580 - 3GB, 2 x GTX TITAN, 32Gb RAM
Thanks Karba.Karba wrote:I don't have much experience in skin shaders.solomon wrote: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?
SSS in mental ray and SSS in Octane work very different. So it is impossible to do proper automatic conversion. I think there are some people on the forum who have good experience in skin shaders.
What about motionblur? I have a scene with Spinning propellers and was wondering how to get that to show the motionblur in octane?
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
It´s only possible to integrate the most things which are present in the standalone version.
Camera rotation clipping and vector motion blur isn´t a feature from the standalone so it´s impossible to implement it.
I dont know max, but maybe it´s possible to use a boolean modifier to generate a rotation clipping?
face
Camera rotation clipping and vector motion blur isn´t a feature from the standalone so it´s impossible to implement it.
I dont know max, but maybe it´s possible to use a boolean modifier to generate a rotation clipping?
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
That is quite hard to do.lixai wrote:@ Karba,
can you please add a Rotate parameter to near clip depth ?
if is not too hard, i find myself cutting edges of building because my camera is not perpedicular to the building.
It's allmost like a Tilt lens.
Thanks.
You can try to set camera perpendicular to the building and use camera lens shift