ETA on the 1.5 max plugin?

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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nagboy
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Joined: Thu Jan 03, 2013 5:32 am

With 2.0 already announced (and it seems like its close to finished) and 1.5 released it frustrating being stuck in a version in max that is lacking essential features already available in 1.5...
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Karba
OctaneRender Team
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nagboy wrote:features already available in 1.5...
Like what?
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gabrielefx
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in fact except for the internal texture mapping feature the 1.2 is faster than the 1.31.
I think that the 1.5 kernel is ok only for the standalone app.

The 2.0 will give us all the feature that we really need: displacement, hair and fur, object motion blur, hdri+sun, distributed rendering.

I hope that Karba will implement all these features.
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suvakas
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Isn't there camera motion blur supported in 1.5?

Suv
nagboy
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Karba wrote:
nagboy wrote:features already available in 1.5...
Like what?
The camera motion blur for example. Rendering animation with the 3DSMax Camera multi-pass method is _extremely_ slow and annoying and its impossible to animate the DOF when using a standard max camera so you are forced to skip using DOF as well to get motion blur (Its impossible to animate the Aparture variable in the render rollout). There are simple simple things that makes Octane difficult and cumbersome to use for production now that should be fixed.
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lixai
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how about:
- fixing things that are not working as expected like camera shift in viewport (already a script on the forum that does that, so it is posible)
- fixing the light scale problem (the one where the intensiti of the light gets lower when the light shape is bigger)
- making material and light converter better, for now it has only basic function, dirt vray2sidet not suported, and many other things not suported.
- making a better preview for materials, because the one that is now it is not usable, resoults in render ar very different.
lets start with these and lets see where it goes from there.

Is there a way to autoreload a MultiScatter Object modifications that we see in viewport but for the render we have to reload (vich takes a lot of time when is a heavy scene to reload all)
Also camera clipping doesn't work for multiscatter and octane
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nagboy
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Posts: 96
Joined: Thu Jan 03, 2013 5:32 am

lixai wrote:how about:
- fixing things that are not working as expected like camera shift in viewport (already a script on the forum that does that, so it is posible)
- fixing the light scale problem (the one where the intensiti of the light gets lower when the light shape is bigger)
- making material and light converter better, for now it has only basic function, dirt vray2sidet not suported, and many other things not suported.
- making a better preview for materials, because the one that is now it is not usable, resoults in render ar very different.
lets start with these and lets see where it goes from there.

Is there a way to autoreload a MultiScatter Object modifications that we see in viewport but for the render we have to reload (vich takes a lot of time when is a heavy scene to reload all)
Also camera clipping doesn't work for multiscatter and octane
Completely agree. Working in a pitch black viewport because the lights and materials are not supported in the viewport is pretty depressing. Black solids where you have to enable edged faces to see anything tends to get more than a bit annoying after a couple of months.
The intensity of the lights I have a suspicion that is working as intended, for the octane lights its emitted light per square cm. It would be nice to be able to do it like in vray where youy can chose which type of emission you want.
HHbomb
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nagboy, when material is black, just change a value (bump for eg.)of the material and then is act as it should... works for me. I'd like a better support too. :-)
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