OctaneRender® for Maya® 3.08RC1 - 12.15-Beta [ OBSOLETE ]

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Re: OctaneRender® for Maya® 3.08RC1 - 12.15-Beta

Postby calus » Wed Mar 21, 2018 1:04 am

calus Wed Mar 21, 2018 1:04 am
BK wrote:[*] - Empty kernel node now renders by default as "direct lighting" kernel (unlike Octane engine's default behaviour).

@JimStar,
No no no, this is wrong, Maya plugin must follow core defaults.
rendering "wireframe info" makes perfect sens as a default when no kernel are connected.
This should not have been changed...
Please don't start again to change Core defaults with defaults coming from no-where. :(

BK wrote:New Maya's kernel node is now not created by the plugin on its own, to not interfere with user's scene.

This is a Good choice and this doesn't need to override by "direct lighting" the Core default when no kernel node exists.
On the contrary 'wireframe info" will force new users to go in renderSetting and discover they can create kernels, environment, imager ....
Better to be confused 10 s but to learn faster how to use Octane, there is a reason why this is the core default.
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Re: OctaneRender® for Maya® 3.08RC1 - 12.15-Beta

Postby BK » Wed Mar 21, 2018 4:41 am

BK Wed Mar 21, 2018 4:41 am
BK wrote:New Maya's kernel node is now not created by the plugin on its own, to not interfere with user's scene.

This is a Good choice and this doesn't need to override by "direct lighting" the Core default when no kernel node exists.
On the contrary 'wireframe info" will force new users to go in renderSetting and discover they can create kernels, environment, imager ....
Better to be confused 10 s but to learn faster how to use Octane, there is a reason why this is the core default.


Thanks Calus.
Kind Regards

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Re: OctaneRender® for Maya® 3.08RC1 - 12.15-Beta

Postby calus » Thu Mar 22, 2018 8:30 am

calus Thu Mar 22, 2018 8:30 am
BK wrote:[*] - Implemented workaround for Maya's bug: transforms of plugin-specific locator nodes are now named meaningfully during creation of new nodes.

@JimStar,
Well this workaround also have an issue, now we have transform and shape with the exact same name, this is not acceptable either.

You can use my workaround instead :
Code: Select all
rename(createNode("-n","octaneLight#","octaneLight"),"octaneLightShape#");
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Re: OctaneRender® for Maya® 3.08RC1 - 12.15-Beta

Postby calus » Thu Mar 22, 2018 6:21 pm

calus Thu Mar 22, 2018 6:21 pm
BAD OCTANE ATTRIBUTES

@JimStar,

- Octane Atrributes are now invisible in the channel editor or in the spreadsheet editor,
please don't hide Octane attributes to these editors, this is an important part of Maya workflow.

- The "samples per frame" attribute for Transform node must be non-keyable by default,
else this is cluttering graph editor with unwanted keys and this also triggers conflicts with animation layer management as in this bug:
viewtopic.php?f=110&t=56652&p=290751&hilit=animation+layer#p290751

- in he Attribute Editor the "Octane attributes" section must be renamed only "Octane", this is important for readability and efficiency, to find quickly the section in a long list:
no need to add "attributes" as we are already in the "attribute editor".
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Re: OctaneRender® for Maya® 3.08RC1 - 12.15-Beta

Postby ciboulot » Sun Mar 25, 2018 8:45 pm

ciboulot Sun Mar 25, 2018 8:45 pm
Hi all,

here are our first in depth report.
Some of the problems may be from since the 3.01, but we prefer to mention them all.
All tests are done with octane plug 3.08 rc1 - 12.15 beta, maya 2016.5 no sp, win7, 980x3 or 1070tix3.
Dirver version 390.77


RGB MASK:
- Still no solution to render a simple RGB mask with motion blur, with RGB values set to 1,0,0 or 0,1,0 or 0,0,1. Plain and simple. Just as in this link: https://www.facebook.com/38689510140878 ... =3&theater

- THe "Oct Rpass Color" attribute doesn't work.

- If we try to get a proper mask via the layer ID 1,2,4, the RenderLayer ID give us a mask with this RGB values:
0.50196, 0, 0 or 0, 0.50196, 0 or 0, 0, 0.50196.... This values are useless for compositing, as we have to clamp or overexpose to get a proper value of 1 in each RGB value.

Render_layer_ID.jpg
Render layer ID, value of 0.50196


- The Material ID pass, renders multiplied masks, and therefore, we need to double the resolution to get a nearly clean mask. But still, not usable with the motion blur. The render mask Layer can be used with motion blur, but this is a huge waste of time and rendering power.

MAYA RENDER LAYERS and OVERRIDE.


-Still no way to create a scene with any kind of render layer. I mean any.
- The "render layer override" doesn't work on any octane render attribute (in the render globals window).
cf: "// Error: line 1: Unable to perform override. // "
But, the render targets do exist on the standalone
- If we do a batchrendering with a maya render layer in the scene, the batch render won't work.

REMAP TEXTURE NODE


- Displace does work correctly wth png or jpg images with values from 0 to 1 when the mid level is set to 0.5.
Some tools export displace maps with values from -1 to 1.
Can you integrate a node to remap theses values from 0 to 1, because octane dosesn't read the values between -1 and 0 with Exr files. Even with a midlevel at 0.

MOTION VECTOR 2D PASS

- As we cannot output clean masks with Motion Blur, we could expect at least Motion vector pass.

SHADOW CATCHER ATTRIBUTE

- Why can't we have the shadow catcher (which is essential for vfx comanies such as mine), on other material than Diffuse? With this option on glossy material, we could get the shadow, directly from the material without having to rebuild the shader from scratch with a diffuse material ( reconnect the bump, normal, displace maps) It is a waste of time, and it is not logical. any material should be able to do a shadowcatching.

Pass_reflection.jpg
Reflection pass glossy


Shadow_catcher.jpg
shadow catcher diffus


RELOAD ALL TEXTURES.

- A button to reload all octane textures would be very appreciated when we work with substance painter.
The 'ls -tex' returns only the texture nodes, proj and emission

IMAGE PLANE

- Sorry, but it doesn't work at all in any scene. Maybe we are confused or need a visual tutorial. We can't make it
work. OR does it work only with the rendered image and NOT the ipr image?

GRADIENT TEXTURE

- Now we can plug a color or a texture node in each entry. At last!
But, still, no visual feedback in the attribute editor?
When would it be possible to get simple u ramp, v ramp, circle ramp, radial ramp, etc.


BUGS

OCTANE RENDER LAYERS

- Octane render layers modes are great, and also a very easy way to build our renders for the compositing process. But it would be greater if it could be used with the maya render layers.
- More important, alpha channels show holes at the intersection area between objects. Even when the "hide inactive layer" mode is on.

Render_layer_hide_from_camera.jpg
render layer hide from camera


Render_layer_alpha.jpg
render layer alpha


- VISIBILITY

- In the octane viewport as in the ipr window, the hidden meshes sometimes render as if they were visible.
We have to unhide and hide them again for it to work.
If you don't do this and just relaucnh the renders, the hidden meshes are visible in the ipr and octane viewport.

bug_mesh_hide.jpg
bug mesh hide


- RENDER SETTINGS

- THe common tab do not appear unless you go another tab and get back to the common tab.
"Error: file: C:/Program Files/Autodesk/Maya2016.5/scripts/others/createMayaSoftwareCommonGlobalsTab.mel line 36: setParent: Object 'commonTabColumn' not found."

- MOTION BLUR

- The settings are very obscur, and most of all, not user friendly. Very hard to understand how it works, while all the other renderers use settings relative to the camera shutter speed ans physical settings.

- RENDERER NOT RESPONDING

- At some points Octane stop responding. It doesn't crash or make maya crash. It just stop responding when you launch an ipr. All the rest work, but you can't see anything in the ipr. Yet, if you restart maya, it works.
It happens a lot, but we can't find the pattern on this one.

- IN CONCLUSION


There are many good things in this release, and after being very offensive towards the plugin developpement in the past few monthes.
BUT, this is the first time, the process seems to go the right way. We are working in heavy vfx studio, and Octane for maya has some limitations which are just nonsense.
Even more, when you know the quality of the plugin for C4D, in which the limitations are not present.

Please understand that Octane is a fantastic tool, and can be the best for rendering in vfx. But some features are essential for that. This is very important, and we deeply wish not to go to Redshift, just because we invested a lot in this software
Laptop HP 8760w, I7, 16Go ram, Quadro fx3000m, Maya 2014, Octane 1.20a. Vimeo: http://vimeo.com/ciboulot/albums
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