Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Wed Jul 25, 2012 8:20 am
by justix
Karba wrote:
pyrnik wrote:We're testing the product, not just obschaemsya.Chem more if I write about any issue, using an interpreter, the meaning may be distorted and loss. Can someone too lazy to use a translator. I suggest you tie a forum automatic translation of the Russian, so if I write in the text box text when sending to the server so that it automatically translated.
Так лучше?
Problem is If you do mistake in some words google translator can't translate it properly.
We have a special topic. http://render.otoy.com/forum/viewforum.php?f=39
You can use Russian there. I read it sometimes.
A reference on known problems can not find it.
I once wrote about the problem of memory overflow, then this problem fixed. In my opinion the problem came back to this version of the plugin.
(Also very often flies 3d max when closing or updating the viewport)
maybe this is better?
Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Wed Jul 25, 2012 9:19 am
by Karba
justix wrote:
A reference on known problems can not find it.
I once wrote about the problem of memory overflow, then this problem fixed. In my opinion the problem came back to this version of the plugin.
(Also very often flies 3d max when closing or updating the viewport)
maybe this is better?
Don't forget it is test release.
I have fixed it already. Just wait for a new release.
Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Wed Jul 25, 2012 9:44 am
by justix
gabrielefx wrote:@Karba
1) I think that enabling instances the sample/pixel counter doesn't count right...
2) After having installed Octane for Max 3.0 I encountered a problem with MaxStartUI.mnu file
I personalized several shortcuts in the quad menu. Every time I start 2 or 3 instances of of Max and then I close them Max corrupts this file.
Never happened before.
I noticed you added a shortcut....
just delete the file.. Max will rebuild itself..happened to me also..
Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Wed Jul 25, 2012 11:23 am
by RayTracey
A simple animation using motion capture data from the Carnegie Mellon University, rendered in real-time with the Max plugin:
Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Wed Jul 25, 2012 1:59 pm
by gabrielefx
and now realtime mblur!....
Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Wed Jul 25, 2012 2:07 pm
by wxyz
Is there a way to script sequential file saves from the realtime buffer to save skinned animation?
nildoe wrote:VERY EXCITING!!!! it works very well...but..
On files where we have character animation for example (skinned meshes), the characters are NOT getting deformed anymore (NOT USING Movable proxy on them)...even if i press reload geometry button as we used to do on 2.58f.
But man! its a joy to see object moving in realtime in render! I also tried a noise modifier on some leaves of a tree to simulate wind! IT WORKS VERY VERY WELL! Octane doesn't have to reload geometry for this case! just finishes rendering one frm and immediately starts the next one!
I remember Karba saying that Skin is not supported and indeed its NOT, but PARTIALLY, according to my tests! i tried setting my Animated character as movable object! and all animation i could see it in REALTIME :), but for some reason Octane kept resetting the max samples after a few samples (around 4 and 6 or so). However if i dont move timeslider from 0, on frm 0 renders all the way thru 256 or whatever we set maxsamples to, this only happens if i try to render a frame other than 0.
Is there a way to script file saves from the realtime buffer to capture skinned movement?
But its good to know that at least some modifiers are supported (tried bend and noise).
So in general for animated characters beta 3.00 is not working (even when pressing reload geometry), 2.58f is, but of course u have to reload geometry. Sorry if I'm being redundant in my explanation .
Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Wed Jul 25, 2012 2:24 pm
by nildoe
Well you won't need to actually, Karba said that the issue we are having right now is a bug and will be fixed later so..when u press the RENDER button its gonna do what u want.
Realtime MBlur lol...man...give a guy a finger we wanna take the whole arm ! :):) i know u're kidding.
Nil
Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Thu Jul 26, 2012 4:06 am
by Karba
gabrielefx wrote:@Karba
2) After having installed Octane for Max 3.0 I encountered a problem with MaxStartUI.mnu file
I personalized several shortcuts in the quad menu. Every time I start 2 or 3 instances of of Max and then I close them Max corrupts this file.
Never happened before.
I noticed you added a shortcut....
fixed
Customize will be available soon
Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Thu Jul 26, 2012 6:17 am
by nildoe
Nice Options Karba!
I like the fact that we will be able to open Octane Viewport directly from the Quad..Very handy!
Nil
Re: OctaneRender® for 3ds max® v1.0 beta 3.00[Test]
Posted: Thu Jul 26, 2012 6:58 am
by mathurin
Good to hear I wasn't the only one having problems with the MaxStartUI.mnu file. Once I installed Octane for Max 3.0 it corrupted. Even after deleting the file, and allowing Max to create a new one, every max session was corrupted. I've now had to reinstall Max. So I'm a little hesitant to reinstall 3.0.