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Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Mon Jul 01, 2013 9:41 pm
by Karba
solomon wrote:
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?
We are going to implement MB in future.
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Tue Jul 02, 2013 4:31 am
by emihich
[/quote]I could spend half of my time for documentation writing instead of developing actual features.
If some one things proper manual is more important than new features, I can switch.
Architectural glass was added 4 months ago.
http://render.otoy.com/forum/viewtopic.php?f=27&t=29046
And wireframe channel was added right after it was introduced in standalone.[/quote]
Karba
Thanks for sending me this link for the Architectural Glass release.
Already scrolled all the bugs and comments on those topics for this plugin release.
-Can you please tell me How Architectural Glass works for the plugin now ?
is it linked to the Glossy material ? or it is very similar to Octane standalone ?
very intuitive maybe? Please send me another link or an explanation about it ,
because I need to understand How it works.I apologize if it is an obsolete question.
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Tue Jul 02, 2013 6:33 am
by lixai
Karba wrote: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
oh, that's sad that it is too hard
no, the lens shif will not show me the side of the building
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Tue Jul 02, 2013 1:44 pm
by darkline
darkline wrote: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?
anyone?
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Tue Jul 02, 2013 9:29 pm
by Karba
darkline wrote:darkline wrote: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?
anyone?
background image in standalone doesn't cast any shadows and doesn't affect lighting. It is used only to align camera to fit object to picture. It even is not saved to render file. In 3dsmax you can use standard 3dsmax viewport with own background image to fit object to picture.
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Tue Jul 02, 2013 9:47 pm
by Karba
emihich wrote:
Karba
Thanks for sending me this link for the Architectural Glass release.
Already scrolled all the bugs and comments on those topics for this plugin release.
-Can you please tell me How Architectural Glass works for the plugin now ?
is it linked to the Glossy material ? or it is very similar to Octane standalone ?
very intuitive maybe? Please send me another link or an explanation about it ,
because I need to understand How it works.I apologize if it is an obsolete question.
Did you read the first post of this topic?
"Added architectural glass as
option "fake_shadows" in the specular material node"
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Tue Jul 02, 2013 10:06 pm
by darkline
Karba wrote:darkline wrote:darkline wrote: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?
anyone?
background image in standalone doesn't cast any shadows and doesn't affect lighting. It is used only to align camera to fit object to picture. It even is not saved to render file. In 3dsmax you can use standard 3dsmax viewport with own background image to fit object to picture.
Thanks, I've done that but like Iray we need option for background image to be seen in the octane viewport and saved as pre-multiplication of the alpha channel for compositing, especially for soft shadows and matte objects
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Tue Jul 02, 2013 10:12 pm
by Karba
darkline wrote:
Thanks, I've done that but like Iray we need option for background image to be seen in the octane viewport and saved as pre-multiplication of the alpha channel for compositing, especially for soft shadows and matte objects
For proper compositing you have to switch on alphachannel and switch off keep_environment in kernel settings.
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Wed Jul 03, 2013 1:15 am
by emihich
Karba wrote:emihich wrote:
Karba
Thanks for sending me this link for the Architectural Glass release.
Already scrolled all the bugs and comments on those topics for this plugin release.
-Can you please tell me How Architectural Glass works for the plugin now ?
is it linked to the Glossy material ? or it is very similar to Octane standalone ?
very intuitive maybe? Please send me another link or an explanation about it ,
because I need to understand How it works.I apologize if it is an obsolete question.
Did you read the first post of this topic?
"Added architectural glass as
option "fake_shadows" in the specular material node"
No I haven't , that's it ? thank you.
Couldn't possibly guess.
Re: OctaneRender® for 3ds max® v1.18[Test]
Posted: Wed Jul 03, 2013 8:36 am
it would be really awesome to see "Visible to camera" feature in near future, it would save us TONS of extra mask layers and re-rendering complete scene for one simple change...