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Re: OctaneRender® for 3ds max® v1.13[Test]

Posted: Tue May 28, 2013 11:56 am
by mbetke
Karba is on vacation as it seems. I would like to have the new functionality too but let him relax. ;)

Re: OctaneRender® for 3ds max® v1.13[Test]

Posted: Tue May 28, 2013 1:37 pm
by lixai
Karba is on vacation, octane for max is dead, seems that only one person is working on this one. :(

Re: OctaneRender® for 3ds max® v1.13[Test]

Posted: Tue May 28, 2013 1:42 pm
by mbetke
Yes but this is not a secret. It was always only Karba working on the plugin for max. Its the same for most other plugins here I guess.
You have to think this way: If he makes his 4 weeks vacation now, he will be available the remaining year for us. ;) ;)

Re: OctaneRender® for 3ds max® v1.13[Test]

Posted: Thu May 30, 2013 2:33 pm
by emihich
8-) Happy Vacations Karba, keep the good work When you return !

Re: OctaneRender® for 3ds max® v1.13[Test]

Posted: Thu May 30, 2013 9:40 pm
by karlo
Hi,

as you can see per photo in attachment, some strange black segments are on TUBE and CYLINDER.

Black segments are changing while adding segments. Really strange ! :?

Re: OctaneRender® for 3ds max® v1.13[Test]

Posted: Sat Jun 01, 2013 9:36 am
by Vanya
Can we wait " ActiveShade " ? Thank you :)

Re: OctaneRender® for 3ds max® v1.13[Test]

Posted: Sat Jun 01, 2013 10:06 pm
by acc24ex
One annoying thing that tends to break the workflow - preview of octane materials in 3dmax viewport - the texture node can be shown in viewport - but that's about it - even the RGB node doesn't show on the materials

- so please at least add the RGB preview, and do something with the material previews - kills the workflow, it's about time to get to those issues

Re: OctaneRender® for 3ds max® v1.13[Test]

Posted: Sun Jun 02, 2013 7:13 am
by gabrielefx
karlo wrote:Hi,

as you can see per photo in attachment, some strange black segments are on TUBE and CYLINDER.

Black segments are changing while adding segments. Really strange ! :?
add a smooth ( not meshsmooth ) modifier and see what happens.

Re: OctaneRender® for 3ds max® v1.13[Test]

Posted: Mon Jun 03, 2013 7:03 pm
by emihich
direct link : http://www.flickr.com/photos/89259885@N05/8939717964/

Need some help here :
Wanna make an animated camera walktrough , However
each frame seems to take too long.for lighting I mixed :
HDR , ies lamps, and one spherical octane light.
Modeled only half of this set, and used few downloaded assets.
I am using a nvidia Quadro 4000 but I am exchanging it to a GTX 560 2 gig.
What I need is : to compose several shots with that virtual set,
and real furniture like a real door and a chair etc...
for the render above I've used a Texture environment with an HDR but first, I made a silly mistake :oops: , and I used a 4k HDR and this impacted render times.
then, I made a smaller HDR for lighting as I am not using background.
Now I have this one using direct light/difuse and took only half hour, still a lot,still grainy, but half time than before :
http://www.flickr.com/photos/89259885@N05/8940115705/

Please advise me How can I light /render in less time with a diferent setup.
I used PMC and is still grainy, while the other kernels,like Path Tracing or direct light and difuse, instead of Ambient oclusion take even longer to get rid of the noise.In the beginning with ambient oclusion I was able to have less grainy and faster renders,but the fur, for instance, looks awful !see link:

http://www.flickr.com/photos/89259885@N05/8940194345/

Hope I don't have to wait for the cloud in order to render this !

Re: OctaneRender® for 3ds max® v1.13[Test]

Posted: Mon Jun 03, 2013 9:41 pm
by gabrielefx
If you want to achieve noiseless photorealistic results with Octane you need faster gpus,3 or 4.
For pmc/pt animations you need several workstations, it depends by the frames number and resolution.
Rule #1, don't use tiny emitters. Less is the light more is the render time/grain (noise).