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Basic bitmap support
Posted: Sat Mar 09, 2019 3:04 am
by senorpablo
It would be fantastic if Octane supported some basic bitmap functionality within Max:
- Viewport resolution is poor; extremely low resolution.
- Octane Bitmaps are not selectable in the Unwrap UVW editor. Makes it difficult to edit or unwrap UV's.
- Octane bitmaps not accessible/visible from the Bitmap/Photometric Paths utility. This utility is handy for stripping or reassigning file paths.
Re: Basic bitmap support
Posted: Sun Mar 10, 2019 8:48 am
by SergKlyosov
Hi senorpablo,
1) You can control preview resolution of Octane's map in Kernel tab - Mat. Preview W/H
2) You can select octane's maps in Unwrap UVW
3) You can see and reassign all paths for octane maps/vdb/proxy etc in Asset Tracking utility (File - Reference - Asset Tracking Toggle)
I've attached couple screenshots
Cheers
Re: Basic bitmap support
Posted: Fri Mar 15, 2019 11:18 pm
by senorpablo
SergKlyosov wrote:Hi senorpablo,
1) You can control preview resolution of Octane's map in Kernel tab - Mat. Preview W/H
2) You can select octane's maps in Unwrap UVW
3) You can see and reassign all paths for octane maps/vdb/proxy etc in Asset Tracking utility (File - Reference - Asset Tracking Toggle)
I've attached couple screenshots
Cheers
Thanks.
I'd prefer it if the viewport map resolution respected Max's native viewport settings. Octane have done their own thing, which I suspect is slow if you set it to something like 4k as it probably renders all the material shaders at that res. The material editor is already unbearably slow. Also, the viewport shader and lighting for Octane materials and lights is very poor so I'd settle for just a nice bitmap.
The maps don't display correctly if you have material ID's filtered in the lower right. But, that looks like a Max bug and not unique to Octane maps.
I never use the asset tracker so I never though to try that rather than the bitmap/photometric paths editor. I'll try to remember that in the future, thanks.