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"Emission" material parameter

Posted: Wed Sep 22, 2010 3:36 pm
by vladislav
All we know, that in fresh Octane build we can use "emission" property for diffuse material.
But
It can not being managed in 3ds max! Or i cannot find where.
Also, beloved max's "standard material" doesn't know anything about photon emission.
So, the question is
how to bind emission properties to standard material?

The next question is
If it is impossible, why not to use some MR arch&design (for example) material, read it's parameters (were also are self-illumination properties) and translate it to ocatane or write to .ocs

So, any answers/ideas?

Re: "Emission" material parameter

Posted: Wed Sep 22, 2010 3:59 pm
by Proupin
the point is to assign different materials in max, and set those properties such as emission IN Octane. The obj format can only carry over so many attributes. So don't worry about materials in max (apart from assigning the different materials). Multi-sub object materials are translated properly so no need to detach those.

For example, whatever you want emissive create a standard material called "light" and assign it to whatever geo you want light to emit from.

Re: "Emission" material parameter

Posted: Wed Sep 22, 2010 6:39 pm
by vladislav
if i change mats in octane, save project, exit, and open it in octane -
it is allright, emission is on it's proper place and it's working fine
BUT
if i launch project by max2octane plugin
it get values from .obj not from project.
"override settings during individual mesh import" was set to "ON" and "OFF"in account parameters - still no changes.

now i has checked it also for other texture parameters - same story:
all materials changes, which were done in octane are ignored when it launched by plugin

it is bug of plugin or of octane?
or it is feature?(there is some logic - if you you are using exporter, why you should launch octane manually at all or even manually change materials in renderer inside)

octane v prebeta 2.3v4
plugin max2octane_1.022f

P.S. it is not to mention that changing mats IN RENDERER it is bad idea.

so, question stays opened
any other ideas?

Re: "Emission" material parameter

Posted: Wed Sep 22, 2010 6:58 pm
by Proupin
vladislav wrote: P.S. it is not to mention that changing mats IN RENDERER it is bad idea.
That is YOUR opinion... in octane it makes sense due to Octane's interactivity. If you have found some buggy behaviour of some sort that's another story.

First off, specify max version, Operating system and all that (it seems not all configurations work exactly the same). Then try to reproduce the problem step by step, and upload a sample file (obj, max scene...) where the problem can be reproduced.

Re: "Emission" material parameter

Posted: Wed Sep 22, 2010 9:18 pm
by face
vladislav wrote:if i change mats in octane, save project, exit, and open it in octane -
it is allright, emission is on it's proper place and it's working fine
BUT
if i launch project by max2octane plugin
it get values from .obj not from project.
"override settings during individual mesh import" was set to "ON" and "OFF"in account parameters - still no changes.

now i has checked it also for other texture parameters - same story:
all materials changes, which were done in octane are ignored when it launched by plugin

it is bug of plugin or of octane?
or it is feature?(there is some logic - if you you are using exporter, why you should launch octane manually at all or even manually change materials in renderer inside)

octane v prebeta 2.3v4
plugin max2octane_1.022f

P.S. it is not to mention that changing mats IN RENDERER it is bad idea.

so, question stays opened
any other ideas?
It´s the same with Softimage & Cinema since v3
It should be a known bug...

face

Re: "Emission" material parameter

Posted: Sun Sep 26, 2010 1:25 pm
by kilaD
The point with Octane is to do adjustments in realtime, but ofcourse also speed.
To use your creativity in a realtime environment, to play with the image..
Main point of max2octane is to export obj, camera position and light.

Setting up materials in max defies the whole idea, then you could just use mentalray instead imo