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Re: Refractive Software® announces OctaneRender® for 3ds max®
Posted: Thu Nov 10, 2011 12:51 am
by radiant
Sorry, i was logged in at school, someone else wrote that please delete this post...
Re: Refractive Software® announces OctaneRender® for 3ds max®
Posted: Thu Nov 10, 2011 2:19 am
by pixelrush

???
I am not sure why we need to know that in the middle of this thread but thanks for sharing it.
I guess it is important to you.

and that's fine
I just see you as another Octane user

Re: Refractive Software® announces OctaneRender® for 3ds max®
Posted: Thu Nov 10, 2011 6:42 am
by pixelrush

ROFLMAO!
Re: Refractive Software® announces OctaneRender® for 3ds max®
Posted: Thu Nov 10, 2011 8:29 am
by t_3
@radiant & @pixelrush
methods have changed, but not intentions

Re: Refractive Software® announces OctaneRender® for 3ds max®
Posted: Thu Nov 10, 2011 8:49 am
by Refracty
radiance wrote:
Regarding additional plugin licenses for other 3d apps, we will announce a pricing scheme for those once the 2nd plugin is announced.
We need to devise a system that's fair and cannot be abused...
Thanks,
Radiance
One solution could be that a plug in user can use any plug in (e.g. Octane For Maya, Octane For Rhino,...) but only on one machine at one time only.
I am sure you will find a fair way.
We are thrilled to know what comes after Max

Re: Refractive Software® announces OctaneRender® for 3ds max®
Posted: Thu Nov 10, 2011 9:17 am
by face
Refracty wrote:radiance wrote:
Regarding additional plugin licenses for other 3d apps, we will announce a pricing scheme for those once the 2nd plugin is announced.
We need to devise a system that's fair and cannot be abused...
Thanks,
Radiance
One solution could be that a plug in user can use any plug in (e.g. Octane For Maya, Octane For Rhino,...) but only on one machine at one time only.
I am sure you will find a fair way.
We are thrilled to know what comes after Max

And how should the devs payed?
face
Re: Refractive Software® announces OctaneRender® for 3ds max®
Posted: Thu Nov 10, 2011 9:17 am
by t_3
Refracty wrote:One solution could be that a plug in user can use any plug in (e.g. Octane For Maya, Octane For Rhino,...) but only on one machine at one time only.
that is not going to work, because some of the plugs are developed by 3rd parties. maybe rsl will offer bigger bundles with 2, 3, n, plugins included, for those who really need more, but in general i'd say, people who can afford two or three major 3d packages, should have the (still little!) money for additional plugins too.
AND just guessing from the known beta/final prices for the octane standalone, it might still be a lot less costly to buy octane and two or three plugs, than just one single license for one of the other major renderers out there - not to mention, that most of their available plugins provide only little more functionalty than the already freely available exporters for octane.
the new integrated octane plugins on the other hand will give a whole new level of renderer interaction with any supported host...
Re: Refractive Software® announces OctaneRender® for 3ds max®
Posted: Thu Nov 10, 2011 11:21 am
by radiance
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
Hi,
Please read the announcement carefully, your questions (and many others posted here) are answered in it's FAQ section,
aswell in detail in my long reply post a few pages before this one in this thread.
I will re-explain regarding moving/scaling/rotating objects and reloading of the scene:
This demo was built against our current octane 2.55 branch and does not support moving/scaling/translating objects or instancing.
This is why the scene needs to be reloaded when geometry is changed in the demo video.
But, we are working in tandem on our new beta 2.6 geometry engine, which will support moving/scaling/translating objects and instances,
and the scene will not have to be reloaded when moving objects etc..., and also for each new animation frame if you are rendering an animation.
If all goes according to our plan, the first plugin release next month will use the beta 2.6 geometry engine,
if not, it will definately be supported in a next update of the plugin shortly after the launch.
The plugin does not use activeshade at this time, but it functions identically than other activeshade renderers.
Eg, the plugin performs identical as if activeshade is used with our custom interface.
We just developed a different mechanism for the same thing, to make it more stable, but we might change this in the future.
It's a bit like SLI, octanerender does not support SLI, but it does support multiple GPUS.
So to say that octane can use only one GPU because it does not support SLI is not correct.
It's the same principle regarding our custom interface and activeshade.
Radiance
Re: Refractive Software® announces OctaneRender® for 3ds max®
Posted: Thu Nov 10, 2011 1:28 pm
by fabriceb
This all sounds very good. Small question, will the very usefull "region render" be implemented in the max render?
I find it invulable to concentrate all the fire power on a fraction of the image for super quick feedback and miss that in the current build.
Many Thanks
Fabrice
Re: Refractive Software® announces OctaneRender® for 3ds max®
Posted: Thu Nov 10, 2011 3:51 pm
by gabrielefx
fabriceb wrote:This all sounds very good. Small question, will the very usefull "region render" be implemented in the max render?
I find it invulable to concentrate all the fire power on a fraction of the image for super quick feedback and miss that in the current build.
Many Thanks
Fabrice
+1
I think that when the plugin will be available many Max users will purchase Octane and will request a lot of features.
The big Refractive Software's deal is in the implementation of Octane core inside many 3d commercial softwares like Maya, XSI, Lightwave, Cinema 4D, etc. It will require a lot of time.
Maxwell now works inside Google Sketch Up, and it's free the basic version....but it's slow...

Imagine Octane nested inside Google for free...this is another big deal.
Regards