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3D Studio Max export
Posted: Mon May 23, 2011 2:03 pm
by iltenente
Hi
I'm evaluating Octane demo trying to render my 3D Studio Max 2012 models.
I've exported them as obj and I've changed manually the extension to the octane one but it didn't work.
Please could you help me?
Thanks
Re: 3D Studio Max export
Posted: Mon May 23, 2011 2:28 pm
by JimmyC
You can't do that.
You have to Import the OBJ by right clicking on the window below the render window, a pop-up called 'Add' will appear, then select Objects > Mesh, click on the newly created node, and it should work.
You can also download the manual from the site here too, you would really need to look at that as well.
Edit for typos.
Re: 3D Studio Max export
Posted: Mon May 23, 2011 2:38 pm
by iltenente
Thanks I'll try.

Re: 3D Studio Max export
Posted: Tue May 24, 2011 5:02 am
by radiance
Hi,
In the manual is a chapter about export settings for 3ds max -> OBJ export.
Keep in mind that a commercial copy includes a plugin/exporter for 3ds max that automates everything and also exports camera/lights and animation etc...
Radiance
Re: 3D Studio Max export
Posted: Wed May 25, 2011 12:11 pm
by iltenente
I did it!
Scene imported as the manual instructions. No camera, lights and texture exported, so it's impossible evaluate the rendering quality and its speed because multi-GPU isn't activated in demo version! I'm testing this software to decide if buy it or not but it's really hard take a decision with this limitations (multi-GPU and 3d studio max export plugin not available)!
Re: 3D Studio Max export
Posted: Wed May 25, 2011 2:13 pm
by kubo
the render quality will be the same no matter how many gpu's you can stuff on a box, besides that, since multigpu is almost linear take the render time of one gpu and divide it by the number of gpus you are planning to use... after all is a demo, it does a whole lot for a simple demo imho.
Re: 3D Studio Max export
Posted: Wed May 25, 2011 2:53 pm
by iltenente
kubo wrote:the render quality will be the same no matter how many gpu's you can stuff on a box, besides that, since multigpu is almost linear take the render time of one gpu and divide it by the number of gpus you are planning to use... after all is a demo, it does a whole lot for a simple demo imho.
I'm agree about the speed but I think the exporting plugins is necessary to use your scenes without change or reassign textures, create lights and cameras. Some friends have decided not to use it becouse they don't like use a standalone software that loses (in demo version) textures, lights and cameras.
Re: 3D Studio Max export
Posted: Wed May 25, 2011 3:06 pm
by GeoPappas
iltenente wrote:kubo wrote:Some friends have decided not to use it becouse they don't like use a standalone software that loses (in demo version) textures, lights and cameras.
Texture info is stored in the MTL file (which is the sibling file to the OBJ file). Lights should be created in your 3D modeling software as a mesh and then once imported into Octane it is setup as an emitter.
So the only thing that should be lost is the camera info (since the OBJ format doesn't include this info). And my understanding is that Refractive is working on a solution for this in a future release.
Re: 3D Studio Max export
Posted: Wed May 25, 2011 3:13 pm
by iltenente
GeoPappas wrote:iltenente wrote:kubo wrote:Some friends have decided not to use it becouse they don't like use a standalone software that loses (in demo version) textures, lights and cameras.
Texture info is stored in the MTL file (which is the sibling file to the OBJ file). Lights should be created in your 3D modeling software as a mesh and then once imported into Octane it is setup as an emitter.
So the only thing that should be lost is the camera info (since the OBJ format doesn't include this info). And my understanding is that Refractive is working on a solution for this in a future release.
Thanks for your input!
Re: 3D Studio Max export
Posted: Thu May 26, 2011 3:41 am
by radiance
Hi,
If you use our 3ds max plugin you lose nothing ?!
Radiance