OctaneRender® for 3ds max® v2.04

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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Olitech
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Posts: 447
Joined: Thu Apr 25, 2013 4:27 pm

gabrielefx wrote:Hi Karba,

I'm receiving my Oculus DK2. Could you add 3d stereoscopic output feature to the Max plugin?

regards
Yay! Me too!

+1

best,
O
WORKSTATION = Win7x64 / Intel Core i7-5930K [email protected] / 32GB ram / Liquid Cooled 4xTitanX /3dsMax 2014 / Octane Max Plug v2.16a / FARM = Intel i7-2600k 3.70GHz (x2 TitanZ) x 14
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suvakas
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Joined: Sun Jun 12, 2011 10:26 am

Olitech wrote:
gabrielefx wrote:Hi Karba,

I'm receiving my Oculus DK2. Could you add 3d stereoscopic output feature to the Max plugin?

regards
Yay! Me too!

+1

best,
O
Correct me if i'm wrong, but isn't it what Stereo rendering is for?

Suv
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Olitech
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Posts: 447
Joined: Thu Apr 25, 2013 4:27 pm

suvakas wrote:
Olitech wrote:
gabrielefx wrote:Hi Karba,

I'm receiving my Oculus DK2. Could you add 3d stereoscopic output feature to the Max plugin?

regards
Yay! Me too!

+1

best,
O
Correct me if i'm wrong, but isn't it what Stereo rendering is for?

Suv
And so it is! It's already in there.

Left side/right side, side by side, and anaglyphic.

Ok, I'm not sure what Gabrielfx is referring to then....

best,
O
WORKSTATION = Win7x64 / Intel Core i7-5930K [email protected] / 32GB ram / Liquid Cooled 4xTitanX /3dsMax 2014 / Octane Max Plug v2.16a / FARM = Intel i7-2600k 3.70GHz (x2 TitanZ) x 14
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Goldorak
OctaneRender Team
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Rendering for OR is already possible with stereo. I think GabrielFX was looking for a live preview of the scene that you can explore with the Rift. We've tested this with DK1 in a test build of the Standalone, and may release it in a future 2.x update once we have updated it with DK2 support.

A team in our LA office is working on a number of projects related to real time VR that will leverage Octane. Some of this will be shown at Siggraph.
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Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

RobSteady wrote:
Karba wrote:Do you have any particular complains? Something doesn't work or lack of important features?
This: http://render.otoy.com/forum/viewtopic.php?f=27&t=40668

Hue & saturation node (!)

Real camera units ( focal length...)

Highlight compression (vray: reinhard color mapping, maxwell: burn value)

Texture map power is at 0.9 by default. Why not 1?

Proxy system / xref support

More Procedural maps

MultiTexture support. http://www.cg-source.com/multitexture.php

( MightyTiles or Vizpark Walls & Tiles support )

What about this?
"Out-of-core rendering – Scenes that don’t fit into graphics memory will be supported through out
of core rendering, storing currently unused source data in host memory while swapping it into
graphics memory when required."


... more on the list from GabrieleFX

.
Hue & saturation node:
We will try to and hue and saturation to color correct node.

Real camera units:
it works in meters at the moment.

Highlight compression:
octane has a bunch of camera response, just choose one.

Texture map power is at 0.9 by default:
we will fix that

Proxy system / xref support:
I am thinking about proxy file. xref should work already.

More Procedural maps:
Like regular 3dsmax noise?

Out-of-core rendering:
That would work deadly slow.

MultiTexture support:
what exactly do you need? just random texture per object? use random color texture to mix textures.
MistAjuliax
Licensed Customer
Posts: 142
Joined: Wed Nov 21, 2012 10:49 am

Hi karba,

I think he wanted to talk about Multitexture plugin : http://www.cg-source.com/multitexture.php

How about opensubdiv ?
Did you begin to implement it as modifier ?? there is a studio that have implemented opensubdiv in 3ds max viewport, but they are limited due to the viewport rendering API of 3ds max. May be you will succeed to impelement it with great performance !! If you want to see the result of their opensubdiv modifier see this : http://www.3dvf.com/actualite-10290-ope ... s-max.html
Win 10 pro 64 / GTX 1070ti, gtx 1070 / FX8320E / 16Go DRR4
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RobSteady
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Karba, thanks for the comments but I think you forgot this one:
http://render.otoy.com/forum/viewtopic.php?f=27&t=40668

More Procedural maps:
Like regular 3dsmax noise?
Yes!

Out-of-core rendering:
That would work deadly slow.
This was promised as an upcoming feature of Octane 2.x
http://render.otoy.com/forum/viewtopic.php?f=7&t=39208

MultiTexture support:
what exactly do you need? just random texture per object? use random color texture to mix textures.
It's a plugin. Please check: http://www.cg-source.com/vidtut_multite ... exture.mp4
Last edited by RobSteady on Thu Jul 31, 2014 5:42 am, edited 1 time in total.
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
criko3d
Licensed Customer
Posts: 73
Joined: Mon Oct 18, 2010 1:41 am

Karba did u get my file? isent it to you via wetransfer.
----------------------------------------------------------------------------------------------------------------------------------------
intel core i7-4960x 3.60 ghz
32 gb ram
win 7 64 bit
1x nvidia geforce gtx 780
1x nvidia geforce GTX TITAN
twinsk8
Licensed Customer
Posts: 21
Joined: Wed Mar 19, 2014 6:36 am

Hi Karba i have a big problem , i tried to render very high resolution for example 35000&25000 px in x,y ... Render failed!! I can take render maximum 8000 px , how can i take 20000px or 35000 px image render:(((

Thanx for all helping

I7 3930k,16gb ram , 2* gtx780sli
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nildoe
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twinsk8

By your system specs you should not have the cards on SLI... and that resolution u are trying to render is VERY BIG to fit in VRAM..even though octane does not have a limit..i think its a hardware issue.

Nildo
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!

MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
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