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Re: Refractive Software® announces OctaneRender® for 3ds max®

Posted: Tue Nov 08, 2011 9:45 pm
by gabrielefx
simple!

my questions are:

in the video the speaker says that are necessary (in the current alpha) about 40 seconds to create, move, scale, rotate an objects in the scene, except for camera and materials.
In fact when he draws and then moves a sphere in the scene he drinks a cup of coffee...:)

But...
If I move the camera primitive (camera+target) in another window I will have an immediate feedback?
What happens with multiple cameras? The scene will be reloaded?
Can I rig a stereoscopic camera?

What about Max gamma?
What about output image? 32bit Open exr is supported?

Material preview is supported?

Any plan to adopt Activeshade?

Regards

Re: Refractive Software® announces OctaneRender® for 3ds max®

Posted: Tue Nov 08, 2011 9:57 pm
by Karba
gabrielefx wrote:simple!

my questions are:

in the video the speaker says that are necessary (in the current alpha) about 40 seconds to create, move, scale, rotate an objects in the scene, except for camera and materials.
In fact when he draws and then moves a sphere in the scene he drinks a cup of coffee...:)

But...
If I move the camera primitive (camera+target) in another window I will have an immediate feedback?
What happens with multiple cameras? The scene will be reloaded?
Can I rig a stereoscopic camera?

What about Max gamma?
What about output image? 32bit Open exr is supported?

Material preview is supported?

Any plan to adopt Activeshade?

Regards
If you move the camera you will have an immediate feedback.
Scene will be reloaded only if you press a reload button. If you move a camera you don't need to press reload button. It is needed only if you have geometry changes.
Octane has own gamma control. You don't need to use 3ds max gamma.
At this moment there isn't any way to get 32bit image. But it isn't hard to implement it in future.
Material preview will be supported.
We thing about Activeshade.

Re: Refractive Software® announces OctaneRender® for 3ds max®

Posted: Tue Nov 08, 2011 10:37 pm
by Proupin
will it ever support the standard 3ds max maps in addition to those native to Octane? Any plans on a demo?

Re: Refractive Software® announces OctaneRender® for 3ds max®

Posted: Tue Nov 08, 2011 10:41 pm
by Karba
Proupin wrote:will it ever support the standard 3ds max maps in addition to those native to Octane?
We plan to bake up standart maps. It is impossible to make full support of standart maps with GPU render.

Re: Refractive Software® announces OctaneRender® for 3ds max®

Posted: Wed Nov 09, 2011 12:33 am
by bepeg4d
radiance wrote:
bepeg4d wrote:thanks radiance for the clarifications, so at this time is not possible to create complex materials with the standalone plugin like mixing materials nodes and so on, right?
ciao beppe
Hi,

Yes!,

You can create complex materials and textures in 3ds max, using max's material editor in a hierarchical way,
and using max 2012+'s nodegraph editor.
We will be posting a screenshot of octane material setup via nodes in max later today, to show it in action.

Radiance
Thanks again also for the screen shot ;)
ciao beppe

Re: Refractive Software® announces OctaneRender® for 3ds max®

Posted: Wed Nov 09, 2011 5:22 pm
by nuverian
That seems great. Well I have the slight assumption that Softimage will be the last to be supported! (as it allways happens in other plugins)

+10 for Softimage :roll:

Re: Refractive Software® announces OctaneRender® for 3ds max®

Posted: Wed Nov 09, 2011 6:03 pm
by TheOracle
Can only dream about
Octane on ICE (in softimage) :)

Re: Refractive Software® announces OctaneRender® for 3ds max®

Posted: Wed Nov 09, 2011 6:52 pm
by ltchest
This plugin is a game-changer. I cannot wait to get my hands on it. I want it now !!! :D

Re: Refractive Software® announces OctaneRender® for 3ds max®

Posted: Wed Nov 09, 2011 7:04 pm
by michaelkk
wow for this thing I was waiting for!!!
please do it for maya as well

Re: Refractive Software® announces OctaneRender® for 3ds max®

Posted: Thu Nov 10, 2011 12:34 am
by GeorgeR
Is it possible via some kinda SDK to make our own implementations of certain 3dsmax maps? For example, BerconMaps are open source and thus could be adapted as CUDA kernels.