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Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Thu May 13, 2010 6:11 pm
by radiance
Hi,

Here is the 3ds max plugin for beta 2.2 RC1, for testing

Please keep all discussion regarding this script in this thread.
It's developed by mads and KilaD, so please ask them about it.

Thanks,
Radiance

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Thu May 13, 2010 6:19 pm
by kilaD




New threads for each version of the script:

Max 2010+:
http://www.refractivesoftware.com/forum ... =27&t=2359

Max 2008-2009:
http://www.refractivesoftware.com/forum ... =27&t=2360



NOTE: Users of max 2008 must download the guruware obj exporter here: http://www.guruware.at/main/

When reporting bugs, try to explain the steps in detail + MAXversion and version of the script

INSTALL:
Extract in max root folder, restart max.
Find the script in customize, under category max2octane.

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Thu May 13, 2010 6:51 pm
by [gk]
A different scale function is beeing implemented. so hold your horses a few :)

Note: uncheck GPU switch,the -g flag is currently not working.

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Thu May 13, 2010 7:08 pm
by nirokugraphic
Good work on the exporter guys !

I have a question about material translation from max to octane . I noticed that I can use the standard max shader which is picked up in octane but is there some sort of workflow or cheatsheet for what parts of that shader are picked up by octane ? Or a more/less easy way of setting up a diffuse, glossy or specular shader in max first ? Or is this something that's coming ?

It would be neat if there was some sort of fake shader in max that you could set up all the materials before sending to octane...

... if any of this makes sense !

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Thu May 13, 2010 7:11 pm
by [gk]
it makes sense :)
Have been focused on the exporter plugin first, when that is done and issues ironed out chances are that we construct seperate material tool that does what you ask for. including converting materials from some of the major render packages to "octane-ready-materials"

-mads

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Thu May 13, 2010 7:12 pm
by radiance
we'll be providing workflow/documentation soon.

the point is to export to octane, with simple material export, then fine tune in octane, save your OCS,
and then you can render it from different angles, or animations, from the export script, while keeping your finetuned octane materials in your OCS project,
just by relinking the OBJ and restarting octane with the new camera angles etc...

Radiance

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Thu May 13, 2010 7:17 pm
by nirokugraphic
Superb <3

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Thu May 13, 2010 8:33 pm
by matherick
Does Octane support Mental Ray materials? I saw on the topic of Multi subobject thing it has vray material with it and i assume it can support mental ray?

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Thu May 13, 2010 8:36 pm
by bazuka
people, i dont know but i have a probl with a script, its not working ??

no matter what i click, render or render anim, nothing happen???

cheers

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Thu May 13, 2010 8:37 pm
by radiance
matherick wrote:Does Octane support Mental Ray materials? I saw on the topic of Multi subobject thing it has vray material with it and i assume it can support mental ray?
i think it only exports the native max materials.

Radiance