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FStormRender for 3ds Max v0.3.8a, Hot fix.

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  • boris
    replied
    Originally posted by Karba View Post

    It uses system units.
    Use 3ds max UVW Map modifier in box mode.
    You underestimate the fun not having to use any object level mapping tools..
    No seriously. Getting variation on instanced objects textures using a (slightly rotated) world mapped box mapping is something I don't wanna miss since I have it..

    Leave a comment:


  • oguzbir
    commented on 's reply
    I cant pay for $225 for a year for altus.

  • oguzbir
    commented on 's reply
    if I remember correctly when I purchased octane 1.0 beta standalone.
    Release Notes were
    Changes since v0.81a

    - Included PDF User Manual
    - Save Renders to PNG images
    - Load / Save Octane Project to OCS Scene file
    - 3D Anaglyphic Stereo viewing mode
    - Updated User Interface & Popup Help facilities
    - Many bugfixes

    ----------
    -save render to PNG? Wow!

  • adams
    commented on 's reply
    Not correct, Corona Iray comment. The long list you refer after discovering only today FS, isn't that long. The more basic features (visibility etc) will be added commercial, makes no sense from a business model to offer now in alpha... You would never buy it, as the rest is so good. I'm sure commercial will be released as a commercially viable product to it's target market.

  • PIXELFLUX
    replied
    Interesting, seems I'm late for the game as I only discovered Fstorm today
    What is also interesting that the renderer is at v0.3.8a and going paid without reaching version 1? I've been involved in IRay+ and Corona alphas/betas and they were a lot more polished by the time they exited the free mode. Some simple stuff is still missing, as other have pointed out and I'm sure there's a loooong list in the forum too.
    Not trying to sound rude or anything, not at all, just sharing my experience with other rendering engine developers. Of course you are free to do whatever you want with your work

    Leave a comment:


  • mitviz
    commented on 's reply
    for a start would be great to have all the passes that altus denoise needs, so we can work faster by rendering shorter

  • Karba
    replied
    Originally posted by Tibor Damach View Post
    When will the z-depth render pass??
    It will be implemented in the future. Can't promise when.

    Leave a comment:


  • Tibor Damach
    replied
    When will the z-depth render pass??

    Leave a comment:


  • Karba
    replied
    Originally posted by boris View Post
    there should be a box world mapping option (like in octane). huge time saver especially in orthogonal arch viz projects.
    right now world mapping works planar.
    also i am not sure about the default texture unit size. it's probably one system unit. I personally work in cm (system and UI) to not write comma separations all the time. to scale a world mapped texture to say 20 m i have to tile the texture by 0.0005 then. but yeah i could change system units to metres of course. maybe it makes sense.
    cheers
    boris

    edit: also, world mapping is not working for displacement.
    It uses system units.
    Use 3ds max UVW Map modifier in box mode.

    Leave a comment:


  • Sylk
    commented on 's reply
    Thank you for confirming issue with mapping because tells me the problem comes from me.
    http://www.fstormrender.ru/forum/for...=6671#post6671

  • Kstudio
    commented on 's reply
    Thanks - now works fine!

  • boris
    replied
    there should be a box world mapping option (like in octane). huge time saver especially in orthogonal arch viz projects.
    right now world mapping works planar.
    also i am not sure about the default texture unit size. it's probably one system unit. I personally work in cm (system and UI) to not write comma separations all the time. to scale a world mapped texture to say 20 m i have to tile the texture by 0.0005 then. but yeah i could change system units to metres of course. maybe it makes sense.
    cheers
    boris

    edit: also, world mapping is not working for displacement.
    Last edited by boris; 11-11-2016, 11:57 AM.

    Leave a comment:


  • Miguel1900
    commented on 's reply
    No problem at all!

  • Sylk
    commented on 's reply
    Yep you right, and i know this... just confused myself, coz issues or bored... my bad

  • Miguel1900
    replied
    Originally posted by Sylk
    Wrong or incomprehensible FStorm memory values
    ???
    Why wrong? It's saying that FStorm is using 120mb of VRAM, and GPU-Z is telling you that the total memory used is 600+mb, including those 120mb. Or if you explain your point of view a little more...
    But you can read this too, if it helps: http://www.fstormrender.ru/forum/for...i-memory-usage

    Leave a comment:

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