OctaneRender® for Maya® beta 2.58m [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Refractive Software®/Otoy® is proud to announce the availability of a new 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:
  • This is the "quick-fix" release: fixed the "brand-new" bug that broke the plugin's "batch render" feature when image textures were present in scene.

DOWNLOAD

Next version HERE.


Yours,
The OctaneRender™ Team.
Last edited by JimStar on Sun Aug 19, 2012 6:45 pm, edited 1 time in total.
User avatar
ZLOy
Licensed Customer
Posts: 42
Joined: Fri Jul 06, 2012 7:04 pm
Location: R.F.

Wow! Batch render is work! Its GREAT!! Thanks !!

I have a few suggestions for further integration in Maya, if it can be supported by Octane:
- Save presets for the octane materials and cameras.. it often used for saving time - when you need create a few same matirials and apply same settings
Now its nothing happens when I use "create preset' and "save preset"

- assign texture node to material by drag`n`drop tetures nodes from Hypershader to the checker icon in attribute editor

- Use "maya`s render stats options" for the geometry
Attachments
1.jpg
Sorry for my poor English
RickToxik
Licensed Customer
Posts: 140
Joined: Fri Jan 13, 2012 9:22 pm
Location: Canada

I can only speak for myself, but I'd prefer to have the integration of instances instead of smaller tweaks. This is the feature I'd like most (with displacements, but this is not for a near future).
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

ZLOy wrote:- Use "maya`s render stats options" for the geometry
Sorry, these feature requests should be asked to Octane engine developers in the appropriate threads, not in the Maya plugin thread.
As these features are the core features of rendering engine wich this plugin just uses through API. So, if the engine does not have e.g. the ability to not cast shadows from objects - no plugins will support it before it becomes the core feature of Octane engine.
User avatar
Slimshader
Licensed Customer
Posts: 92
Joined: Fri Sep 03, 2010 2:17 am
Location: Canada

:D
ZLOy wrote:Wow! Batch render is work! Its GREAT!! Thanks !!

I have a few suggestions for further integration in Maya, if it can be supported by Octane:

- assign texture node to material by drag`n`drop tetures nodes from Hypershader to the checker icon in attribute editor
+1
User avatar
Slimshader
Licensed Customer
Posts: 92
Joined: Fri Sep 03, 2010 2:17 am
Location: Canada

Hey RickToxik, have you tried using the SOuP plugins?

I was testing the Peak node with a displacement map (for displacement) with octane for maya and got some nice results.

http://mayaspiral.blogspot.com.au/2012/ ... eness.html

Needed to really crank up the mesh resolution to get the displacement detail to look right, though.

It's a deformer so it's not really displacement so to speak. Same end result pretty much though.
Last edited by Slimshader on Wed Aug 15, 2012 6:46 pm, edited 1 time in total.
User avatar
ZLOy
Licensed Customer
Posts: 42
Joined: Fri Jul 06, 2012 7:04 pm
Location: R.F.

Sorry, these feature requests should be asked to Octane engine developers in the appropriate threads, not in the Maya plugin thread.
Ok, I will ask them :D
Sorry for my poor English
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Slimshader wrote::D
ZLOy wrote:Wow! Batch render is work! Its GREAT!! Thanks !!

I have a few suggestions for further integration in Maya, if it can be supported by Octane:

- assign texture node to material by drag`n`drop tetures nodes from Hypershader to the checker icon in attribute editor
+1
Yea, I'm thinking about it, but first I just want to fix all the new bugs that appeared after addition of all these new features (LiveDB, textures in viewport...) and reach the stable version for reliable use in 3D-artists work. Perhaps without some little conveniences, but stable. So, now I will just wait some time for another possible bugs... Then I will add this drag-n-drop and some other new features.;)
User avatar
Slimshader
Licensed Customer
Posts: 92
Joined: Fri Sep 03, 2010 2:17 am
Location: Canada

The viewport textures work great for me so far.
Are there plans for supporting viewport 2.0 as well in the future?
RickToxik
Licensed Customer
Posts: 140
Joined: Fri Jan 13, 2012 9:22 pm
Location: Canada

Slimshader wrote:Hey RickToxik, have you tried using the SOuP plugins?

I was testing the Peak node with a displacement map

Ah? Great, thanks, I will surely try that. I have Soup installed almost since day 1, but I still do not know what allllllll those nodes do. It's a pretty good idea, thanks a lot!
Post Reply

Return to “Autodesk Maya”