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Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Mon Jul 01, 2013 1:09 am
by emihich
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
Speaking of the Devil ...You're Welcome.

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Mon Jul 01, 2013 1:38 am
by Karba
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?
I don't have much experience in skin shaders.
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.

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Mon Jul 01, 2013 8:13 am
by darkline
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?

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Mon Jul 01, 2013 8:32 am
by lixai
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:
texture_problem.jpg
Thank you ;)

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Mon Jul 01, 2013 9:05 am
by gabrielefx
face 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
sorry, I was blind
I thought it was a material
Unfortunately is not possible to change wire thickness and have ambient occlusion

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Mon Jul 01, 2013 9:10 am
by gabrielefx
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:
texture_problem.jpg
Thank you ;)
I think it's not an issue because we can use in vray colored image textures for bumps.

Instead the opacity map value should have a default power of 1.0 and not 0.9

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Mon Jul 01, 2013 12:40 pm
by lixai
@ 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.

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Mon Jul 01, 2013 8:16 pm
by solomon
Karba wrote:
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?
I don't have much experience in skin shaders.
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.
Thanks Karba.

What about motionblur? I have a scene with Spinning propellers and was wondering how to get that to show the motionblur in octane?

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Mon Jul 01, 2013 9:14 pm
by face
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

Re: OctaneRender® for 3ds max® v1.18[Test]

Posted: Mon Jul 01, 2013 9:40 pm
by Karba
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.
That is quite hard to do.
You can try to set camera perpendicular to the building and use camera lens shift