Some Alpha imaged & normal textures just won't load properly

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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Nik Nikam TV
Licensed Customer
Posts: 4
Joined: Wed Sep 26, 2012 6:08 pm

Hello I am new to the 3ds max plugin of Octane.

I came across some problems which is a little weird so I recorded a video. https://www.dropbox.com/s/v213ekbw2plvt ... 20hlep.wmv - (start from 2:00 mins coz I crashed max before that - did not edit this video - mute the audio too)

I didn't want to start building the set in Max with the Octane renderer turned ON at the begining. So I simply started building sets in regular MAX rederer & then shifted to Octane, then converted all the textrues using the easy convert button. Most of the materials in the first trial scene that I worked on converter just fine, except for some which I think were read with a different LUT gamma settings. So they looked washed out, but it was easy to fix by simply changing the colors to dark or bright.

But this new Church scene imported from the game itself, has problems detecting some textures. As in the video you will see that there is the iron_bars texture with iron_bars_alpha. It looks just fine in regular renderer but doesn't seem to render properly when converted to octane texture. I tried to apply the texture with a completely new material slot but it still doesnt work. I also applied other random material within the same scene and it got applied just fine. I also thought it was an error of normals since the game polygons can sometimes be flipped during import. But nothing changed when I flipped the normals.

I noticed that whenever I took that very terxure and put it into difuse, it turned it into grey or whatever defuse color you orginally had. But when you apply the show in viewport button for the iron_bars texture, you can see that in the viewport which confirms it is there but cannot see it in the renderer.

I also heard that Octane don't support Alpha images in max is that true? because I found an alpha map under octane textures.

Please let me know if this is confusing or if I am missing something.

Thanks,
Nik
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Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

Nik Nikam TV wrote:Hello I am new to the 3ds max plugin of Octane.

I came across some problems which is a little weird so I recorded a video. https://www.dropbox.com/s/v213ekbw2plvt ... 20hlep.wmv - (start from 2:00 mins coz I crashed max before that - did not edit this video - mute the audio too)

I didn't want to start building the set in Max with the Octane renderer turned ON at the begining. So I simply started building sets in regular MAX rederer & then shifted to Octane, then converted all the textrues using the easy convert button. Most of the materials in the first trial scene that I worked on converter just fine, except for some which I think were read with a different LUT gamma settings. So they looked washed out, but it was easy to fix by simply changing the colors to dark or bright.

But this new Church scene imported from the game itself, has problems detecting some textures. As in the video you will see that there is the iron_bars texture with iron_bars_alpha. It looks just fine in regular renderer but doesn't seem to render properly when converted to octane texture. I tried to apply the texture with a completely new material slot but it still doesnt work. I also applied other random material within the same scene and it got applied just fine. I also thought it was an error of normals since the game polygons can sometimes be flipped during import. But nothing changed when I flipped the normals.

I noticed that whenever I took that very terxure and put it into difuse, it turned it into grey or whatever defuse color you orginally had. But when you apply the show in viewport button for the iron_bars texture, you can see that in the viewport which confirms it is there but cannot see it in the renderer.

I also heard that Octane don't support Alpha images in max is that true? because I found an alpha map under octane textures.

Please let me know if this is confusing or if I am missing something.

Thanks,
Nik
For alpha channel you have to use Alpha Image Texture node.
For normal map you have to use proper normal slot(and place texture directly to this slot without any exta textures), not bump,
Nik Nikam TV
Licensed Customer
Posts: 4
Joined: Wed Sep 26, 2012 6:08 pm

sorry when I said normal texture I meant simple diffuse texture. It just wont apply that diffuse texture with image node on it. Also I did use alpha node in opacity to give the alpha channel. Infact Octane automatically converts it systematically, which is good, but a few textures are just not read properly after conversion and in the video I have demonstrated what happens when I try to re-apply them. It simply doesn't take it. I can change the color in diffuse and see it change in the viewport as well in the render viewport. But as soon as I apply and image node instead of just color it turns white.
Also I applied other diffuse texture just to see if it was an issue with the object mesh itself in the viewport but that wasn't the case.

It only refuses those few textures.
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Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

Nik Nikam TV wrote:sorry when I said normal texture I meant simple diffuse texture. It just wont apply that diffuse texture with image node on it. Also I did use alpha node in opacity to give the alpha channel. Infact Octane automatically converts it systematically, which is good, but a few textures are just not read properly after conversion and in the video I have demonstrated what happens when I try to re-apply them. It simply doesn't take it. I can change the color in diffuse and see it change in the viewport as well in the render viewport. But as soon as I apply and image node instead of just color it turns white.
Also I applied other diffuse texture just to see if it was an issue with the object mesh itself in the viewport but that wasn't the case.

It only refuses those few textures.
Do you use any non english simbols in texture path?
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suvakas
Licensed Customer
Posts: 503
Joined: Sun Jun 12, 2011 10:26 am

Karba wrote: Do you use any non english simbols in texture path?
When will that get fixed?

Ps.
If you want to I can send you C++ function to turn regular strings to utf-8.
Of course in new 2013 SDK there are already tools for it.
Very easy to fix. What holds you back, Karba?

Suv
Nik Nikam TV
Licensed Customer
Posts: 4
Joined: Wed Sep 26, 2012 6:08 pm

Nope, nothing non English at all.
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suvakas
Licensed Customer
Posts: 503
Joined: Sun Jun 12, 2011 10:26 am

suvakas wrote:
Karba wrote: Do you use any non english simbols in texture path?
When will that get fixed?

Ps.
If you want to I can send you C++ function to turn regular strings to utf-8.
Of course in new 2013 SDK there are already tools for it.
Very easy to fix. What holds you back, Karba?

Suv
Yeah, don't answer... Keep it cool...

Suv
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Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

suvakas wrote:
suvakas wrote:
Karba wrote: Do you use any non english simbols in texture path?
When will that get fixed?

Ps.
If you want to I can send you C++ function to turn regular strings to utf-8.
Of course in new 2013 SDK there are already tools for it.
Very easy to fix. What holds you back, Karba?

Suv
Yeah, don't answer... Keep it cool...

Suv
I am sorry. Just have a lot of work with this RC1 version. There is a serous issue with video driver stability.
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suvakas
Licensed Customer
Posts: 503
Joined: Sun Jun 12, 2011 10:26 am

I understand that.
Just your confirmation of the unicode problem would be good.
Will you work on it at some point ?
I've done some Max plugins too and I know this is not huge work.

Suv
User avatar
Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

suvakas wrote:I understand that.
Just your confirmation of the unicode problem would be good.
Will you work on it at some point ?
I've done some Max plugins too and I know this is not huge work.
Suv
Problem is solved. Wait for a new release.
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