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Supporting native 3ds max maps

Posted: Mon Mar 28, 2016 5:50 pm
by thanulee
Supporting 3ds max maps is an ESSENTIAL feature, and i cannot persuade my company change our workflow without this. Its major drawback if we cannot use max maps. thanks

Re: Supporting native 3ds max maps

Posted: Mon Mar 28, 2016 8:51 pm
by oguzbir
thanulee wrote:Supporting 3ds max maps is an ESSENTIAL feature, and i cannot persuade my company change our workflow without this. Its major drawback if we cannot use max maps. thanks
I can say this as a ~5 year user. That is not going to happen.
Other rival gpu renderers also have hard time implementing all native maps.
Cebas finalrender (mosquito GPU) has the greatest support for native textures but it has its own major drawbacks.

You or your company should choose. Don't get your hopes up for what you ask.

I for example use vray if I need railclone Pro's Instancing Engine. Where as it's impossible use railclone and octane in very heavy scenes.

Sometimes it is the compatibility and native use that counts versus the speed and good look. :)

Re: Supporting native 3ds max maps

Posted: Mon Mar 28, 2016 11:08 pm
by Goldorak
thanulee wrote:Supporting 3ds max maps is an ESSENTIAL feature, and i cannot persuade my company change our workflow without this. Its major drawback if we cannot use max maps. thanks
Complete 3rd party procedural data has to be built on top of a live shader compiler - which will be introduced first through OSL in Octane.

Re: Supporting native 3ds max maps

Posted: Sun Apr 10, 2016 4:02 pm
by thanulee
Goldorak wrote: Complete 3rd party procedural data has to be built on top of a live shader compiler - which will be introduced first through OSL in Octane.
This means yes? :)

Re: Supporting native 3ds max maps

Posted: Sun Apr 10, 2016 4:09 pm
by thanulee
oguzbir wrote:.
Other rival gpu renderers also have hard time implementing all native maps.
Cebas finalrender (mosquito GPU) has the greatest support for native textures but it has its own major drawbacks.
While i understand the technical difficulties, with all honesty is not my concern. As a customer i have certain needs. And those needs are not to my standards alone, are industry standards. I do not see any problem with all other engines. I tried redshift which is in beta, and is supporting everything with no issues.
It would be ideal to have all plugin support as well, but one step at a time :)

Re: Supporting native 3ds max maps

Posted: Tue Apr 12, 2016 6:50 pm
by riggles
thanulee wrote:
Goldorak wrote: Complete 3rd party procedural data has to be built on top of a live shader compiler - which will be introduced first through OSL in Octane.
This means yes? :)
If I'm not mistaken, this means "you'll be welcome write your own procedurals in Open Shading Language". Or get them from a third party.

Re: Supporting native 3ds max maps

Posted: Tue Apr 12, 2016 9:37 pm
by Goldorak
riggles wrote:
thanulee wrote:
Goldorak wrote: Complete 3rd party procedural data has to be built on top of a live shader compiler - which will be introduced first through OSL in Octane.
This means yes? :)
If I'm not mistaken, this means "you'll be welcome write your own procedurals in Open Shading Language". Or get them from a third party.
Yes. The 3.1 shader compiler system can be leveraged by plug-ins to support/translate the host app's procedurals via OSL.

Re: Supporting native 3ds max maps

Posted: Fri Apr 15, 2016 5:51 pm
by thanulee
riggles wrote: If I'm not mistaken, this means "you'll be welcome write your own procedurals in Open Shading Language". Or get them from a third party.
Seriously?? If that is the case... This seems a completely useless feature, cause all reasons we pick octane is because we are artists and not programmers.... unless im missing something big here...

Re: Supporting native 3ds max maps

Posted: Fri Apr 15, 2016 5:58 pm
by acc24ex
it means that someone might make money off making this kinds of supporting plugins to the.. plugins..

- C4D already supports its native maps