OctaneRender® for Maya® 1.33 - 2.2 Win [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

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

This is the test release

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 2012, 2013, 2013.5 / 32-bit & 64-bit and 2014 64-bit on MS Windows operating systems.

Notes regarding features/functionality

OctaneRender™ for Maya® implements almost full functionality of OctaneRender™ standalone inside Maya®.

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://render.otoy.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 359€

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 199€

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.


CHANGES AND FIXES SINCE LAST RELEASE:
  • Fixes in Octane Alembic export (thanks TBFX).
  • Minor bugfixes...

DOWNLOAD

OctaneRender for Maya 1.33 - 2.2 (27.7MB autoinstaller file)


Yours,
The OctaneRender™ Team.
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TBFX
Licensed Customer
Posts: 501
Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

Thanks JimStar,

Alembic export all seems good now. Are we heading for a time in the future when we will be able to export a .ocs and an alembic file that will all load up in the standalone with all shaders and environment intact? Because that would be AWESOME!

Texture placements now work however the border modes are mapped incorrectly. Current mapping as follows.

Wrap -> Wrap
Mirror -> Black
Black -> White
White -> Clamp
Clamp -> Mirror

Also I see now to rotate an environment texture we need to attach a spherical projection to the file node and a transform to that projection. It makes sense given the changes to the engine and is far more useful than the simple rotate we had before but perhaps we should remove the rotation input fields from the texture environment node to avoid confusion.

The power attribute still has no effect on a texture environment but certainly works on the sky env.

Trev.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

TBFX wrote:Alembic export all seems good now. Are we heading for a time in the future when we will be able to export a .ocs and an alembic file that will all load up in the standalone with all shaders and environment intact? Because that would be AWESOME!
I think it is rather the question for standalone threads...;) The plugin's features depend on it...
TBFX wrote:Texture placements now work however the border modes are mapped incorrectly. Current mapping as follows.

Wrap -> Wrap
Mirror -> Black
Black -> White
White -> Clamp
Clamp -> Mirror

Also I see now to rotate an environment texture we need to attach a spherical projection to the file node and a transform to that projection. It makes sense given the changes to the engine and is far more useful than the simple rotate we had before but perhaps we should remove the rotation input fields from the texture environment node to avoid confusion.

The power attribute still has no effect on a texture environment but certainly works on the sky env.

Trev.
Thank you, will be fixed in next version.;)
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JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Next version HERE.;)
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