It's really possible that a company with this support and service quality won't last too long in the market.Refracty wrote:You should invest some coins and hire at least 2 additional Maya developers.
Search found 32 matches
- Tue Nov 08, 2016 2:58 pm
- Forum: General Discussion
- Topic: Maya users plead for some sort of progress update on Plugin
- Replies: 39
- Views: 24717
Re: Maya users plead for some sort of progress update on Plugin
- Sat Nov 05, 2016 3:54 pm
- Forum: Testing Releases (Non-Production)
- Topic: OctaneRender® for Maya® 3.03.2 - 8.02 Win [ALPHA]
- Replies: 54
- Views: 29915
Re: OctaneRender® for Maya® 3.03.2 - 8.02 Win [ALPHA]
That's terrible. This company is definitely the worst i've ever dealt with in my 15 years of CG. Absolutely terrible.
I don't know about the situation that you are in but I've started an animated series based on the Otoy's estimated release time and I now I have hundreds of shaded scene and it's ...
- Thu Nov 03, 2016 6:54 pm
- Forum: Testing Releases (Non-Production)
- Topic: OctaneRender® for Maya® 3.03.2 - 8.02 Win [ALPHA]
- Replies: 54
- Views: 29915
Re: OctaneRender® for Maya® 3.03.2 - 8.02 Win [ALPHA]
And of course he needs enough time to find out where he is.calus wrote:Breaking News:Goldorak wrote:We are hiring an additional Maya developer.
- Fri Oct 21, 2016 9:46 am
- Forum: Testing Releases (Non-Production)
- Topic: OctaneRender® for Maya® 3.03.2 - 8.02 Win [ALPHA]
- Replies: 54
- Views: 29915
Re: OctaneRender® for Maya® 3.03.2 - 8.02 Win [ALPHA]
The major refactoring of the Maya plugin codebase is still in progress as of now. To help get users that are on the latest version of Maya, and/or looking to put their Pascal GPUs to work, the V2 builds have be updated with support for Maya 2016.5 and 2017. Within next week, support for Pascal GPUs ...
- Mon Oct 03, 2016 6:05 am
- Forum: Help / Tutorials
- Topic: SCRIPT : UDIM tiles with Octane plugin
- Replies: 21
- Views: 24197
Re: SCRIPT : UDIM tiles with Octane plugin
Hi man. So you say there is no way to use this fake UDIM method with normal map support, right? or any plan for update v.2?roeland wrote: That is correct, we don't currently support mixing any textures for normal maps.
- Sun Oct 02, 2016 5:50 pm
- Forum: Help / Tutorials
- Topic: SCRIPT : UDIM tiles with Octane plugin
- Replies: 21
- Views: 24197
Re: SCRIPT : UDIM tiles with Octane plugin
is it worth that I try to make another script which handle UDIM this way ?? [/quote]
Oh, Thank you calus. It's not really necessary, I wanted to use udim so I can modify less materials but with material mixing its even more material to edit. So I think I should handle this like old times. My ...
Oh, Thank you calus. It's not really necessary, I wanted to use udim so I can modify less materials but with material mixing its even more material to edit. So I think I should handle this like old times. My ...
- Sun Oct 02, 2016 11:39 am
- Forum: Help / Tutorials
- Topic: SCRIPT : UDIM tiles with Octane plugin
- Replies: 21
- Views: 24197
Re: SCRIPT : UDIM tiles with Octane plugin
I'll ask in standalone section about this bug/limitation,
but in the meantime, If you find any way to layer 2 normal map with octane, please let me know I'll modify the script accordingly.
Thanks man, I don't know if they update v.2 anymore but I think it's a necessity because they failed to ...
but in the meantime, If you find any way to layer 2 normal map with octane, please let me know I'll modify the script accordingly.
Thanks man, I don't know if they update v.2 anymore but I think it's a necessity because they failed to ...
- Sun Oct 02, 2016 7:22 am
- Forum: Help / Tutorials
- Topic: SCRIPT : UDIM tiles with Octane plugin
- Replies: 21
- Views: 24197
Re: SCRIPT : UDIM tiles with Octane plugin
Hey calus
I'm in trouble with UDIM again :( . I used your script and it's really great but now I want to assign an UDIM Normal Map to normal channel. When I run the script the other normal maps goes to power channel and I think power channel function for Normal is different from diffuse and it can't ...
I'm in trouble with UDIM again :( . I used your script and it's really great but now I want to assign an UDIM Normal Map to normal channel. When I run the script the other normal maps goes to power channel and I think power channel function for Normal is different from diffuse and it can't ...
- Thu Sep 15, 2016 10:19 am
- Forum: Autodesk Maya
- Topic: Improving render start time for each frame
- Replies: 9
- Views: 5808
Re: Improving render start time for each frame
For characters If you don't need more than 2 levels of subdivision, I wouldn't bother with pre-smoothing and would use Octane subdiv.
Better to keep the character pipeline as lightweight as possible...
You are right. Caching smoothed characters wastes lots of space on disk. I think it won't ...
Better to keep the character pipeline as lightweight as possible...
You are right. Caching smoothed characters wastes lots of space on disk. I think it won't ...
- Thu Sep 15, 2016 9:13 am
- Forum: Autodesk Maya
- Topic: Improving render start time for each frame
- Replies: 9
- Views: 5808
Re: Improving render start time for each frame
Wow, you add another level to my knowledge about octane. Thank you so much.
So as conclusion I should change these settings and try it again:
- Change global mode to scatter for static meshes.
- Turn off motion vector and maybe use automatic motion blur in nuke or render with another renderer ...
So as conclusion I should change these settings and try it again:
- Change global mode to scatter for static meshes.
- Turn off motion vector and maybe use automatic motion blur in nuke or render with another renderer ...