OctaneRender® for Maya® 3.07 - 11.11 [ OBSOLETE ]

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Re: OctaneRender® for Maya® 3.07 - 11.11 [ TEST ]

Postby blackshore » Wed Jan 03, 2018 5:20 pm

blackshore Wed Jan 03, 2018 5:20 pm
BK wrote:
Hey, Blackshore,
Unfortunately, no ETA yet for 3.08 implementation.
It would probably after we have a 3.07 stable version of the refactored Octane for Maya.

Btw, nice car model ;)


Does that mean that you guys switching from MEL to C++ based plug when you say refactored? If so, is that not a quite large task and that development is basically halted until this is done?

Regarding the Car model , I used a DMC12 scan as reference, so this should be a car model in correct scale of things. :mrgreen:
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Re: OctaneRender® for Maya® 3.07 - 11.11 [ TEST ]

Postby BK » Thu Jan 04, 2018 1:23 am

BK Thu Jan 04, 2018 1:23 am
blackshore wrote:
Does that mean that you guys switching from MEL to C++ based plug when you say refactored? If so, is that not a quite large task and that development is basically halted until this is done?

Regarding the Car model , I used a DMC12 scan as reference, so this should be a car model in correct scale of things. :mrgreen:


Hey Blackshore,

The codes were purely written in C++ from the beginning, maybe with some MEL commands. The refactoring is still in progress.

haha !! still look great tho ;)
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Re: OctaneRender® for Maya® 3.07 - 11.11 [ TEST ]

Postby Jolbertoquini » Mon Jan 08, 2018 10:02 am

Jolbertoquini Mon Jan 08, 2018 10:02 am
blackshore wrote:Any ETA for 3.08?
I have a project that I would like to test the anisotropic shader\texture ;)

The attachment ScreenShot048.png is no longer available

Classic but you can use normal map to achieve for now, cause still some fixes to be done on standalone for the anisotropic options
if look at here you need texture anyway so use a normal for the distortion and bump for the lines 8-)
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Re: OctaneRender® for Maya® 3.07 - 11.11 [ TEST ]

Postby itsallgoode9 » Mon Jan 08, 2018 1:42 pm

itsallgoode9 Mon Jan 08, 2018 1:42 pm
Jolbertoquini wrote:
blackshore wrote:Any ETA for 3.08?
I have a project that I would like to test the anisotropic shader\texture ;)

ScreenShot048.png

Classic but you can use normal map to achieve for now, cause still some fixes to be done on standalone for the anisotropic options
if look at here you need texture anyway so use a normal for the distortion and bump for the lines 8-)


As a note on this, if you're going to go this route, I've found that creating the anisotropy using the specular channel, rather than the normal can sometimes give much more pleasing results in some cases. It probably depends on how high res your render is and how close to the the anisotropy your camera is, but i've found that normal map always makes the bumpiness of the surface way to prevalent, not matter how high res my texture is and how low put the strength.



Basically, even though in reality the surface is technically created by bumps on the surface, they are so extremely small and shallow, that we rarely read them as bumps.
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Re: OctaneRender® for Maya® 3.07 - 11.11 [ TEST ]

Postby Jolbertoquini » Thu Jan 11, 2018 5:06 pm

Jolbertoquini Thu Jan 11, 2018 5:06 pm
itsallgoode9 wrote:
Jolbertoquini wrote:
blackshore wrote:Any ETA for 3.08?
I have a project that I would like to test the anisotropic shader\texture ;)

ScreenShot048.png

Classic but you can use normal map to achieve for now, cause still some fixes to be done on standalone for the anisotropic options
if look at here you need texture anyway so use a normal for the distortion and bump for the lines 8-)


As a note on this, if you're going to go this route, I've found that creating the anisotropy using the specular channel, rather than the normal can sometimes give much more pleasing results in some cases. It probably depends on how high res your render is and how close to the the anisotropy your camera is, but i've found that normal map always makes the bumpiness of the surface way to prevalent, not matter how high res my texture is and how low put the strength.



Basically, even though in reality the surface is technically created by bumps on the surface, they are so extremely small and shallow, that we rarely read them as bumps.



Agree, before I was using really high resolution normal lines....today I use just a ramp for directinal radial or normal ramp and then at bump or specualar layer I use a metal brushed texture, this provide so far great results :) is kind a gaming way to work but doesn't work pretty good.

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Re: OctaneRender® for Maya® 3.07 - 11.11 [ TEST ]

Postby Vyoor » Wed Jan 24, 2018 9:41 pm

Vyoor Wed Jan 24, 2018 9:41 pm
Any news about refactored plugin?

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Re: OctaneRender® for Maya® 3.07 - 11.11 [ TEST ]

Postby BK » Wed Jan 24, 2018 10:45 pm

BK Wed Jan 24, 2018 10:45 pm
Vyoor wrote:Any news about refactored plugin?

Cheers


Hi Vyoor,

The refactoring is still in progress, now with 3.08 sdk and feature implementation. Btw, the Absolute path is already implemented too ;)
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Re: OctaneRender® for Maya® 3.07 - 11.11 [ TEST ]

Postby zurakan » Wed Jan 31, 2018 12:30 pm

zurakan Wed Jan 31, 2018 12:30 pm
I just test in maya 2016

It cant not load plugin !!!
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Re: OctaneRender® for Maya® 3.07 - 11.11 [ TEST ]

Postby BK » Thu Feb 01, 2018 4:52 am

BK Thu Feb 01, 2018 4:52 am
zurakan wrote:I just test in maya 2016

It cant not load plugin !!!



Hi, Zurakan,

Thanks for reporting this. We were able to reproduce as soon as we update Maya 2016 to SP 6.

Is it possible to go back to previous stable release while we are looking into this?

Cheers
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Re: OctaneRender® for Maya® 3.07 - 11.11 [ TEST ]

Postby Maskeline » Sun Feb 04, 2018 11:16 pm

Maskeline Sun Feb 04, 2018 11:16 pm
In batch render (command), when you finish the samples, you end up with an error.

Warning: file: C:/Program Files/Autodesk/Maya2017/scripts/others/mayaBatchRenderProcedure.mel line 651: Renderer returned an error while rendering 'defaultRenderLayer', please verify the output image.

It is a large scene, with instances (650,000 particles). The error appears 80% of the time. In the remaining 20% of the time it remains frozen.
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