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OctaneRender® for 3ds max® v1.53a

Posted: Wed May 21, 2014 4:44 am
by Karba
Main changes since version 1.53
  • viewport texture showing bug.

Main changes since version 1.50a
  • scene load crash fix.
  • slow geometry preparation fix (new option "use objects render settings" is switched off by default).
  • Background image (used the same image as for 3dsmax viewport).
  • Camera motion blur duration.
  • Exporter to Standalone.
  • Render setting UI restructure.

DOWNLOAD
Installer http://render.otoy.com/plugindownloads/ ... _1_53a.zip (25MB ZIP File)

Yours,
The OctaneRender® Team.

Re: OctaneRender® for 3ds max® v1.53a

Posted: Wed May 21, 2014 7:34 am
by glimpse
Hi, Karba. Thanks for an update!

Just a small queastion (maybe You can give a hint):

Why after export I see long long geomtry node,
that has shaders conected to like 1/4th of it?
To be exact I see 60+ free pins named ObjectLayer_xx.

need to mention itrenders as it should without any problem.

thanks.

Re: OctaneRender® for 3ds max® v1.53a

Posted: Wed May 21, 2014 8:33 am
by darkline
Hi Karba,

What about the matte maeterial not bouncing any light or reflections onto objects? I'm sure that used to work.

Re: OctaneRender® for 3ds max® v1.53a

Posted: Wed May 21, 2014 9:38 am
by dawe
darkline wrote:Hi Karba,

What about the matte maeterial not bouncing any light or reflections onto objects? I'm sure that used to work.
yes please. I really need this

/Daniel

Re: OctaneRender® for 3ds max® v1.53a

Posted: Wed May 21, 2014 7:26 pm
by mbetke
Me too. Doing a lot of photo matchings currently for a client so I have to stay on older version so long. Would be nice to get a fix.

Re: OctaneRender® for 3ds max® v1.53a

Posted: Wed May 21, 2014 9:39 pm
by gueoct
Yes, please! Very important!

Re: OctaneRender® for 3ds max® v1.53a

Posted: Wed May 21, 2014 9:58 pm
by Karba
Regarding mate material, please check Abstrax post
http://render.otoy.com/forum/viewtopic. ... 30#p185829

Re: OctaneRender® for 3ds max® v1.53a

Posted: Thu May 22, 2014 7:41 am
by dawe
ok. this really puts me into trouble. and the whole idea of using octane in film is wasted. i think this might be good for posing a car on the road, but other than that, like ading renderd elements on a moving object wont be possible. please take a I am sure you know vray works and how it handles the problem. i know its not the same thing and that there are other obstacles here but i dont think this is a good solution.
1: you may be handed a shot to ad rendered elements and dont have a 360 hdri of the scene
2: you would like to separate the gi environment from the reflection environment and dont have to be locked on the environment lightning just because you want to use a matte material in the scene.
3: To use matte materials is allso a way to make a revision effective pipeline; to be able to render out forground, background and other elements, as it is now, it simply dont work!
4: the camera map is easily done in any 3d software. i cant see any reason to do it like this. I see this as a unconventional solution to a common problem. biased towards viz production maybe?

I don't want to be a pain and I obviously dont know the whole background of this solution but, for me this puts off octane on allot of productions. the one I'm doing right now, for one.

best
Daniel

Re: OctaneRender® for 3ds max® v1.53a

Posted: Thu May 22, 2014 8:00 am
by dawe
Maybe I over react here :oops:
you can stil set up a shadow pass, right? a diffuse pass and some sort of exclution pass.


/D

Re: OctaneRender® for 3ds max® v1.53a

Posted: Thu May 22, 2014 8:56 am
by abstrax
dawe wrote:ok. this really puts me into trouble. and the whole idea of using octane in film is wasted. i think this might be good for posing a car on the road, but other than that, like ading renderd elements on a moving object wont be possible. please take a I am sure you know vray works and how it handles the problem. i know its not the same thing and that there are other obstacles here but i dont think this is a good solution.
1: you may be handed a shot to ad rendered elements and dont have a 360 hdri of the scene
2: you would like to separate the gi environment from the reflection environment and dont have to be locked on the environment lightning just because you want to use a matte material in the scene.
3: To use matte materials is allso a way to make a revision effective pipeline; to be able to render out forground, background and other elements, as it is now, it simply dont work!
4: the camera map is easily done in any 3d software. i cant see any reason to do it like this. I see this as a unconventional solution to a common problem. biased towards viz production maybe?

I don't want to be a pain and I obviously dont know the whole background of this solution but, for me this puts off octane on allot of productions. the one I'm doing right now, for one.

best
Daniel
How did the previous matte material help you in any of the above? Shadows etc. are still there it's only what is visible in reflections/refractions has changed. There was never a way to separate reflections from a rendering. In other words: How would a reflection of (for example) a grey plane help you here?