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Max plugin for Octane 4

Posted: Mon Mar 26, 2018 3:26 pm
by BdB
Hi. When can we expect an Octane 4 plugin?

Re: Max plugin for Octane 4

Posted: Tue Mar 27, 2018 6:25 am
by voltaire585
Going on version 3 release, its likely that it could be up to a year. Im looking forward to it but not holding my breath.

Re: Max plugin for Octane 4

Posted: Tue Mar 27, 2018 6:32 am
by paride4331
Hi BdB,
As mentioned by Goldorak, SDK will be available soon to release Octane v4 experimental version for plugins too.
viewtopic.php?f=33&t=66013&p=333486#p333486
Regards
Paride

Re: Max plugin for Octane 4

Posted: Tue Mar 27, 2018 11:25 am
by BdB
Thanks. I'll wait.

Out of curiosity: Does anyone at all use the standalone?

Re: Max plugin for Octane 4

Posted: Tue Mar 27, 2018 1:10 pm
by paride4331
Hi BdB,
using Octane standalone is so much fun; once you define your scene, try it, you'll learn how to use it in a couple of hours.
Regards
Paride

Re: Max plugin for Octane 4

Posted: Wed Mar 28, 2018 2:02 pm
by BdB
Nope. Doesn't fit an iterative workflow.

Re: Max plugin for Octane 4

Posted: Wed Mar 28, 2018 2:07 pm
by paride4331
Hi BdB,
what do you mean?
Regards
Paride

Re: Max plugin for Octane 4

Posted: Wed Mar 28, 2018 2:28 pm
by BdB
Well, my workflow (and I think many people's workflow) involves a lot of back-and-forth between modeling, scene-building, texturing, shading and rendering. Having to take the scene out of Max to render and then return to Max to make modeling changes, and doing this over and over again, would be extremely time-consuming.
To me it's the reason why all renderers I can think of (at least all those I own), operate within the DCC app.

Re: Max plugin for Octane 4

Posted: Wed Mar 28, 2018 3:00 pm
by Elden
I quite agree. If you are building a scene you tend to render your way through the entire process of trying out composition, light, materials etc. Can't see myself going back and forth between Octane Standalone and 3ds Max.

Re: Max plugin for Octane 4

Posted: Thu Mar 29, 2018 6:55 am
by paride4331
Hi guys,
once your scene is almost definitive, you can working back and forth quite quickly, exporting individual geometries, using .OBJs.
Whenever you need to edit geometries, you will edit them in 3dsMax, overwrite with corresponding .obj, then in Stand alone you will use reload command.
In this way, objects will automatically have their corresponding material and position in your scene.
I will do an extensive tutorial for 3dsMax and stand alone workflow.
Regards
Paride