its the v3 alpha, so you need a v3 license.johan_D wrote:Thanks kai,
But that don't work with V2 licence? we don't have time to test like other plugins before buying the v3
Best
(to be continued tommorrow)
its the v3 alpha, so you need a v3 license.johan_D wrote:Thanks kai,
But that don't work with V2 licence? we don't have time to test like other plugins before buying the v3
Best
Right, maya preset doesn't fit...ivankio wrote: The user should also be able to generate his own presets.
But builtin presets seems to save only values, not connected nodes. So a texture environment that would have a file input wouldnt be of much use. Or a daylight that takes a geo location node.
Not sure about that, maybe you could use API callbacks instead of scriptjobs : maya.api.OpenMaya.MEventMessage.addEventCallback ( )ivankio wrote:
Do you know how I could setup a safe script job to update the lists without introducing potential stability risk? To catch selection ngecha seems too overwhelming and that it may even miss some deletion/creation of nodes, doesn't it? Also, the update seems harmless enough, but idk... isn't it expensive to use cmds.ls(exactType=...) on big scenes to do it often?
We in general always knew it was never the plan to have to manually connect everything in the end. You asked for ideas and feedback (while you are running against the calendar) but do not comment on them - or mine.k.a.schubert wrote:Sure it needs a nice hood in the end!
Its not planned to manually connect everything
Thanks, Kaik.a.schubert wrote: @Jolbertoquini
The manage button in the license tab should work now with 3.03.1.
The material bugs you posted come from hardcoded AETemplates for the v2 Materials. They will vanish after the rework of the materials.
In general a converter will be necessary, the idea is to save the scene in ASCII as v2.ma and have a shelfButton + UI to convert v2.ma to v3.ma,
since .ma is readable. Nobody wants to reconfigure all the materials already setup in a scene.
Ah here's the document from Standalone Edition https://docs.otoy.com/#60The%20Scatter%20Node its the part of "native" to OctaneRender Standalone Edition.k.a.schubert wrote:@kommando_2k
Not yet, got a link for some docs, so I can have more details please?