Thanks! I've downloaded the demo version of Octane for Max and I'm having a hard time even with basic stuff. Lack of focal length parameter in Camera settings, environment HDRI doesn't match viewport orientation, Shifting the lens does nothing in viewport, only in render and using a Max Physical Camera doesn't help either since the shift lens does nothing in Octane.
I wanted to make a new HDRI tutorial but sadly didn’t happen Next week I think will upload an HDRI tutorial. But for now, let’s just resolve some of your problems. The focal length in the camera is “FOV” aka Field of view and by default, it’s set to 60, decrease the focal length to tighten the lens. For adding HDRI first add a texture environment and then in the texture slot add “RGB image” and select the hdri. Also in the UV transform add a Transform value .by changing the translation you can change the rotation of the hdri. Let’s watch this tutorial till next week: th-cam.com/video/AmiG-m__JLc/w-d-xo.html The shifting lens doesn’t update in max’s viewport and that’s a shame!! But it will be applied in the render.
@@TheReflectedOne Thanks very much! I really appreciated your help! Yes, I know about FOV, but focal length is what everybody is used to as it is related to photography. Every render engine I know has a focal length parameter in camera properties. I read in Otoy forum there is a request for that parameter. I hope they implement it. I've got HDRI environment working, but as I said, if you translate the image using 2D transform node, the image in viewport background doesn't move along and they don't match anymore. I love Octane render quality, but these simple things keep me from subscribing to their service. Keep making videos, please. I've been follwing you from some time now., I hope you get more subscribers, you deserve it!
@@fvalduga yeah, I agree. It's not really Compatible with 3ds max unlike cinema4d usually, you can't trust what you are seeing in max's viewport so that's why I always have my interactive renderer turned on! I will make videos as long as I can, and certainly, warm comments like yours help me keep going. Don't hesitate to ask for any tutorials or solutions to your problems, I always look for a good subject to make video for.
Thank you, all this problem solvers (like the one with Tyflow render) are very useful!
Thank you for the feedback. Im so happy it was helpful for you.
Thanks! I've downloaded the demo version of Octane for Max and I'm having a hard time even with basic stuff. Lack of focal length parameter in Camera settings, environment HDRI doesn't match viewport orientation, Shifting the lens does nothing in viewport, only in render and using a Max Physical Camera doesn't help either since the shift lens does nothing in Octane.
I wanted to make a new HDRI tutorial but sadly didn’t happen
Next week I think will upload an HDRI tutorial.
But for now, let’s just resolve some of your problems.
The focal length in the camera is “FOV” aka Field of view and by default, it’s set to 60, decrease the focal length to tighten the lens.
For adding HDRI first add a texture environment and then in the texture slot add “RGB image” and select the hdri. Also in the UV transform add a Transform value .by changing the translation you can change the rotation of the hdri. Let’s watch this tutorial till next week: th-cam.com/video/AmiG-m__JLc/w-d-xo.html
The shifting lens doesn’t update in max’s viewport and that’s a shame!! But it will be applied in the render.
@@TheReflectedOne Thanks very much! I really appreciated your help!
Yes, I know about FOV, but focal length is what everybody is used to as it is related to photography. Every render engine I know has a focal length parameter in camera properties. I read in Otoy forum there is a request for that parameter. I hope they implement it.
I've got HDRI environment working, but as I said, if you translate the image using 2D transform node, the image in viewport background doesn't move along and they don't match anymore.
I love Octane render quality, but these simple things keep me from subscribing to their service.
Keep making videos, please. I've been follwing you from some time now., I hope you get more subscribers, you deserve it!
@@fvalduga yeah, I agree. It's not really Compatible with 3ds max unlike cinema4d
usually, you can't trust what you are seeing in max's viewport so that's why I always have my interactive renderer turned on!
I will make videos as long as I can, and certainly, warm comments like yours help me keep going. Don't hesitate to ask for any tutorials or solutions to your problems, I always look for a good subject to make video for.
what about sticking noise to deformable mesh?
What's the problem?
If you want your noise to be totally static use “Mesh UV projection”
Remember your object should have proper UVW mapping.