OctaneRender® for Maya® beta 2.58e [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

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JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Refractive Software®/Otoy® is proud to announce the availability of a first version of OctaneRender™ for Maya®
The world's fastest and most feature-rich unbiased render engine that integrates completely into Autodesk® Maya®.


Maya® Version Requirements

This release will work with Maya® Versions 2011, 2012 and 2013 / 32-bit & 64-bit on MS Windows operating systems.

Notes regarding features/functionality

OctaneRender™ for Maya® implements almost full functionality of OctaneRender™ standalone inside Maya®. Materials from the Live DB are currently not available.

COMPATIBILITY AND OCTANERENDER STANDALONE REQUIREMENT

To run OctaneRender™ for Maya®, you need to also have an activated OctaneRender™ Standalone copy activated on the machine you wish to install the plugin onto.
You cannot purchase and use only the Maya plugin and use it without also owning an activated copy of OctaneRender™ Standalone on your machine
.


HOW TO PURCHASE LICENSES

Go to our online shop here: http://www.refractivesoftware.com/shop/

If you do not own an OctaneRender™ Standalone Edition License yet:
You can purchase both the OctaneRender™ Standalone Edition and the OctaneRender™ for Maya® Edition as a reduced price bundle, purchase the bundle priced at 179€

If you already own one or more OctaneRender™ Standalone Edition licenses you want to pair the plugin with:
Purchase an "OctaneRender™ for Maya® Beta License" priced at 99€

You can also purchase a 3, 5 or 10 pack of OctaneRender™ for Maya® licenses,
just like OctaneRender™ Standalone Edition packs.


OCTANELIVE

Just like OctaneRender™ Standalone, the Maya® plugin product also needs an additional OctaneLive license and be activated on a machine.
This has to be done in the plugin interface panel in Maya, and is covered in the included PDF manual.
It can only be done after an OctaneRender™ Standalone license is already activated on the machine in question.


BUG FIXES SINCE LAST RELEASE:
  • Fixed issue with MentalRay materials converting.
  • Fixed bug when "test resolution" recalculated every frame (when enabled).
DOWNLOAD

Next version HERE.


Yours,
The OctaneRender™ Team.
Last edited by JimStar on Thu Jul 19, 2012 4:43 pm, edited 1 time in total.
arh-osa
Licensed Customer
Posts: 41
Joined: Sun Jun 03, 2012 11:07 am
Location: Russia

Hello and thank you RS and Otoy for this plugin :) !
Is it possible to change diffuse color of octaneDiffuseMaterial and octaneGlossyMaterial through mel script without creating octaneRGBspectrumTexture node? I suppose the answer is yes, as you know Octane plugin converter can do that. But I can not figure out how:

// Error: setAttr: The attribute 'octaneGlossyMaterial1.Diffuse' does not accept data of type 'double3'.

There is no detailed description of octane nodes in the manual, so I know nothing about type of data 'octaneTextureData'. Is it vector or float?
Is it possible to make 'double3' data acceptable for '.Diffuse' attrubute?
Can anyone give me some mel examples to resolve :?:
Thanks!
SketchUp Pro 8/ Maya 2012 / W7 64bit / Intel i7 870 / 8GB / 2*GeForce gtx 680 4GB
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JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

arh-osa wrote:Hello and thank you RS and Otoy for this plugin :) !
Is it possible to change diffuse color of octaneDiffuseMaterial and octaneGlossyMaterial through mel script without creating octaneRGBspectrumTexture node? I suppose the answer is yes, as you know Octane plugin converter can do that. But I can not figure out how:

// Error: setAttr: The attribute 'octaneGlossyMaterial1.Diffuse' does not accept data of type 'double3'.

There is no detailed description of octane nodes in the manual, so I know nothing about type of data 'octaneTextureData'. Is it vector or float?
Is it possible to make 'double3' data acceptable for '.Diffuse' attrubute?
Can anyone give me some mel examples to resolve :?:
Thanks!
Sorry for that is not explained in the manual, but at this stage the plugin progresses too fast for the user manual.;)
Yes you are able get and set these values through MEL. But not directly, as these are complex values, not just arrays of floats... Here are the examples (note, that as the default values for not connected complex value attributes may be only RGB-Spectrum or Float textures, so these MEL commands work only for these types):

Code: Select all

//Get the RGB-Spectrum texture attribute color values
float $fRGB[] = `octane -gpc octaneDiffuseMaterial1.Diffuse`;

//Get the Float texture attribute value
float $fFloat[] = `octane -gpf octaneGlossyMaterial2.Specular`;

//Set the RGB-Spectrum texture color (only for not-connected "octaneTextureData" attributes)
octane -tcp octaneDiffuseMaterial1.Diffuse 0.58 0.93 0.158;

//Set the Float texture color (only for not-connected "octaneTextureData" attributes)
octane -tfp octaneGlossyMaterial2.Specular 0.832;
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Slimshader
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Joined: Fri Sep 03, 2010 2:17 am
Location: Canada

Can't find any problems with this version so far
except for the octane lights with IES files still crash maya but they work perfectly with the octane blackbody emission though.

Are there are there plans for the material converter to preserve the texture file connections from maya / mental ray materials? When ever I try to convert materials their file textures aren't connected to the octane material.
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JimStar
OctaneRender Team
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Location: Auckland, New Zealand

Slimshader wrote:Are there are there plans for the material converter to preserve the texture file connections from maya / mental ray materials? When ever I try to convert materials their file textures aren't connected to the octane material.
Yes, I will start adding the features right after all bugs will be catched and we get one absolutely stable version. LiveDB support will be added too...
Slimshader wrote:Can't find any problems with this version so far
except for the octane lights with IES files still crash maya but they work perfectly with the octane blackbody emission though.
Can you please give me the Maya crash reports of this?.. I did not knew that IES lights still crashes - I'm going to catch and fix it now, thank you.
thomaslee1312
Licensed Customer
Posts: 23
Joined: Thu Dec 01, 2011 3:09 am

Hi, I have got a question.

When I used Maya plug-in to set up a scene, will it save a file can be opened in standalone version directly,with the shader?
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Joss
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Posts: 81
Joined: Mon Nov 22, 2010 12:15 pm

About env color: i'm not sure, maybe i don't understand something, but you can easily use "value" component from HSV triplet, especially that Maya allows to crank it up above 1.0.
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JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Joss wrote:About env color: i'm not sure, maybe i don't understand something, but you can easily use "value" component from HSV triplet, especially that Maya allows to crank it up above 1.0.
I think it can't be used, as it has other semantics... "V" component of HSV - is the component of the color itself, but the "Power" of Octane environment texture has other semantics, it is the component, additional to color itself: it is the power of lighting of that resulting color formed before by these "H", "S" and "V". So, if we will use that "V" for setting the power of lighting of environment texture too, then we will "double-use" that same value in two distinct places:
- first we will use it to form the color itself (its shade)
- then we will use it to give the lighting power to that color
So, in this case we can't set e.g. another shade of color without reflecting the power of lighting of that color in resulting environment. But if we don't want to change the light power, but want to just change the color's shade?.. We can't do it if it is the same parameter that participates in the color building...
And vice-versa: if we don't want to change the color itself (e.g. initially it is HSV: 360,1,1, pure Red), but want to just decrease its power of lighting in Octane environment (e.g. to 0.1) - after decreasing of "V" to 0.1 we just get not only less power, but absolutely another shade of Red color too - we just get Black...:lol:
Last edited by JimStar on Wed Jul 18, 2012 12:40 pm, edited 1 time in total.
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JimStar
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Location: Auckland, New Zealand

thomaslee1312 wrote:Hi, I have got a question.

When I used Maya plug-in to set up a scene, will it save a file can be opened in standalone version directly,with the shader?
I will add that feature soon.;)
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Joss
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Joined: Mon Nov 22, 2010 12:15 pm

If i understand correctly, V component of HSV is just a value, color itself coded just by Hue and Saturation, so if you changing just V, you basically having the same color shade with different brightness, and that brightness can be perfectly used as a light power.

Well, maybe there's some reasoning behind of not using HSV, just thought it's gonna be very handy, just like in MR you can crank up those values for light cards.
Freelance CG TD, developer.
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