Hi there !
I've just posted some question in the c4d section and now it's 3dsmax's turn !
Can we expect to have standard materials directly running inside the octane for 3dsmax viewport like it's the case in c4d ? (at the moment every materials turns to grey if you don't convert it)...
And also the "most wanted" motion blur on the moving objets...
See you !
standard materials support without conversion + motion blur
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- kevinshane
- Posts: 190
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motion blur , region render , auto save , that's all we want! the true is , we wait for too long












You can have full motion Blur inside 3ds max. You have to do a multipass render using the camera parameters.
There is a catch: between passes, the samples are NOT randomized, so whatever noise patterns don't get shuffled and instead kind of 'multiplied' between passes, so it looks noisier. Amazing how a simple fix hasn't been delivered!
I would really like internal conversion of standard (and hopefully VRay), instead of manually converting them... but then the Octane maps such as bitmap and procedurals are very limited, and a good amount of stuff would get lost in the conversion.
There is a catch: between passes, the samples are NOT randomized, so whatever noise patterns don't get shuffled and instead kind of 'multiplied' between passes, so it looks noisier. Amazing how a simple fix hasn't been delivered!
I would really like internal conversion of standard (and hopefully VRay), instead of manually converting them... but then the Octane maps such as bitmap and procedurals are very limited, and a good amount of stuff would get lost in the conversion.
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
Converter can't be smart enough to do conversion on fly.gonzohot wrote:Hi there !
I've just posted some question in the c4d section and now it's 3dsmax's turn !
Can we expect to have standard materials directly running inside the octane for 3dsmax viewport like it's the case in c4d ? (at the moment every materials turns to grey if you don't convert it)...
And also the "most wanted" motion blur on the moving objets...
See you !
It lead to unsatisfactory result and slow render.
You always have to final manual tuning after automatic conversion.
if we are talking about the multi passes on each individual frame... then no, they are notKarba wrote:They are.Proupin wrote:the samples are NOT randomized
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
Can you please be more specific about how to get motion blur working in max ?Proupin wrote:You can have full motion Blur inside 3ds max. You have to do a multipass render using the camera parameters.
There is a catch: between passes, the samples are NOT randomized, so whatever noise patterns don't get shuffled and instead kind of 'multiplied' between passes, so it looks noisier. Amazing how a simple fix hasn't been delivered!
I would really like internal conversion of standard (and hopefully VRay), instead of manually converting them... but then the Octane maps such as bitmap and procedurals are very limited, and a good amount of stuff would get lost in the conversion.
I've tried to configure what you call a multipass render but cannot figured out how to do it...
Any help would be nice; thanks !
Hey gonzohot,
Multi-pass render in max is a quick and dirty way of rendering MB. It just renders several times, each 'pass' being a sub-frame of animation.
First, you need to render from a standard camera. You need the parameters so from a regular perspective won't work.
Select the camera, and under the modifier tab enable 'Multi-Pass Effect' in the parameters tab, and select Motion Blur from the dropdown.
In the 'Motion Blur Parameters' tab, select the amount of passes you want. Something around 30 is fine. I personally lower the Duration to 0,5 (which is half frame of MB) and the bias to 0,75 so the passes are more concentrated towards the end.
To make this work, you have to render by pressing the render button. It will not work with the OctaneRender preview pop-up window.
About the amount of samples (and this is related to the noise I observed): let's say you get a clean image (without MB) after 3000 samples. With motion blur and 30 passes, to have similar render times, it should be enough with 100 per pass (meaning you should change the max samples to 100). Each pass will contribute to the final render (so 30x100=3000 samples total)... but in reality you will see you need more samples per pass, because of the noise pattern not changing (test coming later karba)...
Multi-pass render in max is a quick and dirty way of rendering MB. It just renders several times, each 'pass' being a sub-frame of animation.
First, you need to render from a standard camera. You need the parameters so from a regular perspective won't work.
Select the camera, and under the modifier tab enable 'Multi-Pass Effect' in the parameters tab, and select Motion Blur from the dropdown.
In the 'Motion Blur Parameters' tab, select the amount of passes you want. Something around 30 is fine. I personally lower the Duration to 0,5 (which is half frame of MB) and the bias to 0,75 so the passes are more concentrated towards the end.
To make this work, you have to render by pressing the render button. It will not work with the OctaneRender preview pop-up window.
About the amount of samples (and this is related to the noise I observed): let's say you get a clean image (without MB) after 3000 samples. With motion blur and 30 passes, to have similar render times, it should be enough with 100 per pass (meaning you should change the max samples to 100). Each pass will contribute to the final render (so 30x100=3000 samples total)... but in reality you will see you need more samples per pass, because of the noise pattern not changing (test coming later karba)...
Last edited by Proupin on Wed Oct 23, 2013 10:27 am, edited 1 time in total.
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
Well, thank you so much Proupin for this tutorial !Proupin wrote:Hey gonzohot,
Multi-pass render in max is a quick and dirty way of rendering MB. It just renders several times, each 'pass' being a sub-frame of animation.
First, you need to render from a standard camera. You need the parameters so from a regular perspective won't work.
Select the camera, and under the modifier tab enable 'Multi-Pass Effect' in the parameters tab, and select Motion Blur from the dropdown.
In the 'Motion Blur Parameters' tab, select the amount of passes you want. Something around 30 is fine. I personally lower the Duration to 0,5 (which is half frame of MB) and the bias to 0,75 so the passes are more concentrated towards the end.
To make this work, you have to render by pressing the render button. It will not work with the OctaneRender preview pop-up window.
About the amount of samples (and this is related to the noise I observed): let's say you get a clean image (without MB) after 3000 samples. With motion blur and 30 passes, to have similar render times, it should be enough with 100 per pass (meaning you should change the max samples to 100. Each pass will contribute to the final render (so 30x100=3000 samples total)... but in reality you will see you need more samples per pass, because of the noise pattern not changing (test coming later karba)...
I just tested it succefully in 3dsmax...
It's true that it is a rough and consuming time way to produce MB but c4d do work the same and gives correct results when diplaying the video generated: you only see the ghosts effects of the MB when "pausing" the video.
I hope one day we'll have a true physical MB usable in Octane for max and c4d...
here is some raw test with a character (rendered with octane in c4d):
http://www.youtube.com/watch?v=9zJJLmbTlAA
Thanks again and see guys !