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Re: OctaneRender® for 3ds max® v3.05 - 4.30 [STABLE]
Posted: Mon Mar 13, 2017 11:27 am
by Elvissuperstar007
Bug It is impossible to put a troll on the surface of the earth
https://cloud.mail.ru/public/5E4k/T3xjA3Bg1 video
https://cloud.mail.ru/public/JB6n/2hKhmaxjq scene
Integration and stand are identical artifacts
Re: OctaneRender® for 3ds max® v3.05 - 4.30 [STABLE]
Posted: Mon Mar 13, 2017 3:46 pm
by paride4331
@Elvissuperstar007
Your scene is about 500 mt and you use millimeters as the unit of measurement and grid.
how do you plan to use a displacement map 8000px high 500 mt with a polysurface 400 meters wide?
Paride
Re: OctaneRender® for 3ds max® v3.05 - 4.30 [STABLE]
Posted: Mon Mar 13, 2017 5:11 pm
by solomonfl
just wondering... its been a full month since a new build came out for Max ~ Maya plugin has already transitioned to the 3.06 (test 3) - 10.5 [TEST] ~ when will the Max version catch up?
Re: OctaneRender® for 3ds max® v3.05 - 4.30 [STABLE]
Posted: Mon Mar 13, 2017 5:30 pm
by Rik
+10000
Seems like everyone except max users have been given 3.06 and had the chance to get to grips with adaptive sampling.
What is the issue here? Wouldn't it make sense to give the largest user base the latest and greatest tools first.
Re: OctaneRender® for 3ds max® v3.05 - 4.30 [STABLE]
Posted: Mon Mar 13, 2017 7:43 pm
by haze
viewtopic.php?p=306131#p306131
Bringing out test plugins take time which we would prefer to spend improving the baseline of the plugin. We also don't want to risk causing inconvenience to our customers due to issues in test versions. Especially not for production work.
That said, the SDK is taking a bit longer than I thought to get released so you can expect to see a test plugin build for 3.06 test 3 soon. This will let you experiment with adaptive sampling.
Re: OctaneRender® for 3ds max® v3.05 - 4.30 [STABLE]
Posted: Mon Mar 13, 2017 8:44 pm
by Rik
Thanks.
Just don't understand why Max is so far behind the other plugins and the standalone?
Re: OctaneRender® for 3ds max® v3.05 - 4.30 [STABLE]
Posted: Mon Mar 13, 2017 10:29 pm
by kcpr-raffaEl
Rik wrote:Thanks.
Just don't understand why Max is so far behind the other plugins and the standalone?
Agree!
It's becomes frustrating after OTOYS statements like: "it's days not weeks"...
Re: OctaneRender® for 3ds max® v3.05 - 4.30 [STABLE]
Posted: Tue Mar 14, 2017 2:16 am
by haze
Essentially we were trying to hit a balance between making lasting improvements and implementing change deltas from Octane SDK as it goes from test 1 to 3. Each time the SDK changes, the plugin must change, and there is the potential for repeated efforts which take time away from important tasks. This is why we were waiting for at least the feature lock stage on 3.06, so that we can be sure that it doesn't change dramatically anymore.
Max is complicated for a number of reasons, and requires work where other plugins don't - for example the material conversion. But development is now going at an excellent pace so expect to see good improvements making their way to you.
In future we will keep feedback in mind when deciding whether to bring out test builds at the expense of other development.
Re: OctaneRender® for 3ds max® v3.05 - 4.30 [STABLE]
Posted: Tue Mar 14, 2017 5:52 am
by 3dstarmodels
paride4331 wrote:@Elvissuperstar007
Your scene is about 500 mt and you use millimeters as the unit of measurement and grid.
how do you plan to use a displacement map 8000px high 500 mt with a polysurface 400 meters wide?
Paride
I am create new scene in meter. I find same bug.
http://joxi.ru/vAWZpaOh1GKbO2
http://joxi.ru/4Ake94lUyY1OBm
http://joxi.ru/nAy8M4JIY4GoM2
In standalone same bug.
Please fix it.
Thanks
Re: OctaneRender® for 3ds max® v3.05 - 4.30 [STABLE]
Posted: Tue Mar 14, 2017 7:07 am
by HHbomb
@3dstarmodels ? it is not just a unit problem, try to make smaller planes to displace , so you can have more pixels at the place of your troll feet.