OctaneRender® for Maya® beta 3.0c [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

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JimStar
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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:
  • The FloatTexture bug workaround.
  • Fixed the bug when "multiple objects" particles rendered with only one object.
  • Added "no geometry in scene" workaround when starting render.
  • Fixed environment texture disconnection bug (RickToxik reported).
KNOWN ISSUES IN THIS VERSION:
  • The meshes collapse is not optimized so far, so the render speed may be slower than in 2.58 branch.
  • Strange normals issue when rotating objects connected to non-smoothed materials still exists...
  • Multithreaded voxelizing is still disabled...;)

DOWNLOAD

Next version HERE.


Yours,
The OctaneRender™ Team.
Last edited by JimStar on Sun Oct 14, 2012 7:15 pm, edited 1 time in total.
jmfowler
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Jimstar - my lights are rendering extremely dark in this update - see image
I have a combination of IES and mesh emitters plus an open wall with a low environment colour bleeding in. Normalize is turned off on all my lights and when I switch them on in this patch it makes it slightly brighter but only just a bit.
Image

Anyone to comment --> On a side note - As i understand what a normalize function does - it should not be on for an animation to avoid flickering correct?

cheers,
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TBFX
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jmfowler wrote:As i understand what a normalize function does - it should not be on for an animation to avoid flickering correct?
I believe in Octane turning normalize on for an emission simply allows you to change temperature settings without altering the intensity, were as normalize off will mean a temperature of 12000 will be a lot brighter than one of 500 at the same power setting. It shouldn't make any difference to flicker in an animation.

Nice render by the way.

T.
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jmfowler
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normalize - Ah ok T. thx for the info, - Have you tested this build? - were your lights affected like mine?
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TBFX
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jmfowler wrote:normalize - Ah ok T. thx for the info, - Have you tested this build? - were your lights affected like mine?
Yes, just tested now and black body emitters are very dark on original settings. I can increase their power and it has an effect but no where near enough, something is definitely not right.

T.
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JimStar
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Strange...
I just take the scene which TBFX has sent (as the previous light bug example), open it with 3.0c:
2.png
2.png (38.4 KiB) Viewed 5370 times
1.png
And then open it with 3.0 and render with the same light settings (except I had to move a slider back and forth to eliminate the fixed in this version bug):
4.png
4.png (37.88 KiB) Viewed 5370 times
3.png
As I see - the power of light is the same in this 3.0c and in previous 3.0...:?
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TBFX
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Ah, now I get why I had to have the light so bright in that scene. The difference is between the 2.58 branch and the 3.0 branch. Open that scene in 2.58q and see what happens.

T.
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JimStar
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TBFX wrote:Ah, now I get why I had to have the light so bright in that scene. The difference is between the 2.58 branch and the 3.0 branch. Open that scene in 2.58q and see what happens.

T.
Yes, with 2.58q I see the difference. I just was misled by this "my lights are rendering extremely dark in this update" - I thought is was some bug in this new version of this 3.0 branch...
Now I see that it is rather not the plugins problem - plugin gives to Octane engine the same values in both 2.58q and 3.0c versions...:? So, I think it's just may be some changes in the 3.0 engine...
jmfowler
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sorry I should have been clearer - ( I realize that there's a current workaround with 3.0c - I just wasn't sure why the light intensity was so vastly different from 2.58)

for my scene - with such a massive difference in light intensity, should I increase cameras exposure/ISO? or increase the lights intensity? ( if I change camera I will get too much environment light? )
Maya 2013 / W7 64bit / Intel i7 980 / 24GB / Gigabyte gtx 580 3GB + 2*EVGA gtx 680 4gb / MB Gigabyte X58A-UD3R / NZXT Phantom - white/black case
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TBFX
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JimStar wrote:Now I see that it is rather not the plugins problem - plugin gives to Octane engine the same values in both 2.58q and 3.0c versions... So, I think it's just may be some changes in the 3.0 engine...
Hmmm, the standalone versions don't have this difference. Tested in 2.58 and 3.0 standalone and the results look the same.
I guess it must be the sdk version with the problem.

T.
2_8.png
3_0.png
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
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