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SL500

Posted: Sat Jan 16, 2010 7:19 pm
by [gk]
Ok first scene, gave the raw model a quick go.
I plan to shade it with the next couple of quickies.
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Re: SL500

Posted: Sat Jan 16, 2010 7:23 pm
by radiance
woow :)

that's one nice model there :)
looks pretty detailed for 360K polys :)

can't wait to see something shaded :)

Radiance

Re: SL500

Posted: Sat Jan 16, 2010 7:25 pm
by radiance
seems to be some aliasing/stairstepping effect on some of the lines,
this turned out to be a little bug, i just doublechecked.

i'm going to fix this asap and post a new DEMO,
probably monday.

in the mean time,
you could render at a bit higher resolution, then use a bicubic downsampling in photoshop or something to make it a bit more smooth.
did you use the octane8000 or octane9000 executable ?
what host app did you export from ?

could become a nice image for our forum gallery when shaded :)

Radiance

Re: SL500

Posted: Sat Jan 16, 2010 7:34 pm
by [gk]
Model export from 3dsmax
Im currently building shaders for it, finding my way in the nodes.
I use octane9000

Re: SL500

Posted: Sat Jan 16, 2010 7:38 pm
by radiance
Hey,

If you manage to find the correct/perfect working OBJ export profile for octane,
would you mind creating some screenshots of the panel(s) so we can share this for other 3ds max users ?

we've one more 3ds max user in the beta test group (BdB), but he's unavailable at the moment.
he told me last time he checked (although that was with a far earlier version of octane),
that he had issues getting UV maps through. (he had to open OBJ in blender then save to OBJ again to get them to behave correctly)
i think it just requires finding the right export config in max.

Radiance

Re: SL500

Posted: Sat Jan 16, 2010 7:41 pm
by radiance
[gk] wrote:Model export from 3dsmax
Im currently building shaders for it, finding my way in the nodes.
I use octane9000
currently i'd not use nodes, but just try to export with all the MTL's (octane reads/translated most of your max materials),
then just finetune and swap nodes inplace using the picker + node inspector.

the nodegraph connection stuff is still a bit difficult to use, i'm finetuning it.

to save GPU space, when using non-diffuse maps, like specular maps, use 'floatimage texture' nodes, not 'image texture' nodes, so they load as greyscale and as such they save much GPU memory...
the OBJ importer does this for you by default (as in the default import settings in File -> OBJ import settings).

it currently reads all colours/channels from the MTL file,
and maps on diffuse, specular, roughness and IOR.

Radiance

Re: SL500

Posted: Sat Jan 16, 2010 7:56 pm
by [gk]
My main render engine is Brazil2, so my materials under normal sistuations are - brazil2.
Ill check if these will port over, else give you a note on it.
Ill check out the uv and good standard settings for porting from max and give a note about this as well.

Re: SL500

Posted: Sat Jan 16, 2010 7:57 pm
by radiance
[gk] wrote:My main render engine is Brazil2, so my materials under normal sistuations are - brazil2.
Ill check if these will port over, else give you a note on it.
Ill check out the uv and good standard settings for porting from max and give a note about this as well.
thanks :)

Radiance

Re: SL500

Posted: Sat Jan 16, 2010 10:17 pm
by radiance
Hi,

This is a shot i just got from BdB with his export settings.
I think the issue that screws up the UV maps is the 'relative numbers' option,
this should be switched off imo.
The rest should be ok in the screenshot.

Could you see if you can ameliorate this,
try to get a fully configured max scene into octane,
and then post a shot of your config for other 3ds max users ?

Radiance

Re: SL500

Posted: Sun Jan 17, 2010 6:52 am
by [gk]
The following settings provides a somewhat optimal solution in my case here.
I made a teapot that is 2meters long. So the floor area is a good normal 1:1 size for a car, a group of people or anything down that scale world wize.
Note scale is set to 0.1 ( this size give you a loaded mesh in octane that you only need to zoom out from 2 meters or so and then the pan, rotate controls are nicely fresh )
I noticed the viewport controls scales with the model, so if we make a super tiny model the controls are very sensitive.
And Output relative numbers are disabled ( this feature screw the uv's up on the plane however not on the teapot )
Image

uvs in max
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uvs in octane
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