OctaneRender® for Maya® 3.03.1 - 8.0 Win [ALPHA]

Sub forum for non-production plugin releases
k.a.schubert
OctaneRender Team
Posts: 137
Joined: Mon Feb 22, 2016 2:52 am

@johan_D
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
its the v3 alpha, so you need a v3 license.

(to be continued tommorrow)
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

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.
Right, maya preset doesn't fit...
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?
Not sure about that, maybe you could use API callbacks instead of scriptjobs : maya.api.OpenMaya.MEventMessage.addEventCallback ( )
Pascal ANDRE
k.a.schubert
OctaneRender Team
Posts: 137
Joined: Mon Feb 22, 2016 2:52 am

@michaelkdaw, RickToxik

Hard to reproduce the crash.
Try the 3.03.1, maybe it was something in standalone/cuda.

@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.

@gah5118
For now the standalone window is just for debug + ideas, so updates there get overwritten by oct4mayas nodes.

Ah I see @Walls. Well all the feedback is great and we have this conversation because you guys can see the guts and have ideas,
so I get more of an idea of what you need/could need and what (optional) workflows should be done in the plugin.
Sure it needs a nice hood in the end!

@kommando_2k
Its not planned to manually connect everything or have everything in the node editor necessarily.

Hypershade workflow for assigning materials and working on those material networks will stay the same.
And just as info, nodes in hypershade are the same as in the node editor...
so its not about implementing nodes for the node editor and then they can only be used there.

Again, basic setup will be automatic. So afterall its the same effort for getting rendering going as in v2,
just with more access for those wanting it.
kommando_2k
Licensed Customer
Posts: 35
Joined: Mon Sep 02, 2013 5:47 am

k.a.schubert , thanks for response. Hopefully, everything going be good in later beta / final version. Is possible to make a scatter object with scatter node in Node Editor so that import CSV data to generate thousand mesh all over place? :roll:
k.a.schubert
OctaneRender Team
Posts: 137
Joined: Mon Feb 22, 2016 2:52 am

@kommando_2k

Not yet, got a link for some docs, so I can have more details please?
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ivankio
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@k.a.schubert

How do/would I set active render target for IPR and batch?
What may be the problem that I can't render after starting/loading a second scene? I have to restart Maya to start a new test.
k.a.schubert wrote:Sure it needs a nice hood in the end!
Its not planned to manually connect everything
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.
Maybe you could share a little more of your general ideas so we can be more helpful instead of distracting and steering too far from what you have in mind. Last time in the roadmap - if I remember correctly - you mentioned render settings would be kept quite empty and everything would happen on the node editor but still had to figure a way to keep track of unconnected nodes. The premisse of setting up the renderer outside the render settings is a new paradigm in Maya.

Keep up the good work, just don't Jimify. I imagine Maya development can be an ostracizing experience because of the damned calendar and the unforeseen atypical complexities underlying Maya. We are here to help (at least for a while - viewtopic.php?f=28&t=51956&start=10). Cheers.
GTX 1080 8gb, GTX 970 4gb, I5 4590, Z97-E, 32gb RAM, Win 10 64bits, Octane for Maya
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Jolbertoquini
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k.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.
Thanks, Kai :D
Octane Render for Maya.
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kommando_2k
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k.a.schubert wrote:@kommando_2k

Not yet, got a link for some docs, so I can have more details please?
Ah here's the document from Standalone Edition https://docs.otoy.com/#60The%20Scatter%20Node its the part of "native" to OctaneRender Standalone Edition.
oshosamiry
Licensed Customer
Posts: 23
Joined: Mon Oct 17, 2011 7:42 pm

k.a.schubert
When the final version is released?
calus
Licensed Customer
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Joined: Sat May 22, 2010 9:31 am
Location: Paris

@Kai, some feedback on Alpha 8.0 :
viewtopic.php?f=28&t=55297
Pascal ANDRE
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