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 390.77RGB 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, 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.
- Reflection pass glossy
- 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.
BUGSOCTANE 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
- 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
- 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 CONCLUSIONThere 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