OctaneRender® for Maya® 3.04.5 - 9.7 Win [OBSOLETE]

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OctaneRender® for Maya® 3.04.5 - 9.7 Win [OBSOLETE]

Postby JimStar » Thu Dec 01, 2016 10:51 pm

JimStar Thu Dec 01, 2016 10:51 pm
Otoy® is proud to announce the availability of a new version of OctaneRender™ for Maya®
The world's fastest and most feature-rich unbiased render engine that integrates completely into Autodesk® Maya®.

Maya® Version Requirements

This release will work with Maya® Versions 2015, 2016, 2016.5 and 2017 64-bit on MS Windows operating systems.

COMPATIBILITY AND OCTANERENDER STANDALONE REQUIREMENT

To run OctaneRender™ for Maya®, you need to also have an activated OctaneRender™ Standalone copy activated on the machine you wish to install the plugin onto.
You cannot purchase and use only the Maya plugin and use it without also owning an activated copy of OctaneRender™ Standalone on your machine.


CHANGES SINCE THE PREVIOUS VERSION

  • Imporved a virtual material consistency when rendered on different machines. This will work OK only in Maya versions starting from 2016, 'cause it uses some new functionality of it (the scenes must be saved from these versions too).

DOWNLOAD

OctaneRender for Maya 3.04.5 - 9.7

OctaneRender for Maya DEMO 3.04.5 - 9.7

For network slave and daemon please download standalone installer here:
viewtopic.php?f=24&t=57660


Yours,
The OctaneRender™ Team.
Last edited by JimStar on Mon Dec 05, 2016 3:56 am, edited 1 time in total.
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Re: OctaneRender® for Maya® 3.04.5 - 9.7 Win [STABLE]

Postby renmaxhb » Fri Dec 02, 2016 9:05 am

renmaxhb Fri Dec 02, 2016 9:05 am
Crash when poly have multymaterialSGS with one materialSG deleted,VERSION 2.0 worked norml.
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Re: OctaneRender® for Maya® 3.04.5 - 9.7 Win [STABLE]

Postby renmaxhb » Fri Dec 02, 2016 9:06 am

renmaxhb Fri Dec 02, 2016 9:06 am
sample
Attachments
crash.rar
2017
(14.81 KiB) Downloaded 199 times
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Re: OctaneRender® for Maya® 3.04.5 - 9.7 Win [STABLE]

Postby Jolbertoquini » Fri Dec 02, 2016 4:23 pm

Jolbertoquini Fri Dec 02, 2016 4:23 pm
Hi Jim,

This Version doesn't work so well a lot issues, UI issues on maya 2017, Batch render issues take at least 10 minutes before start batchrender with a scene with 5 cubes with a virtual material applied.
Also the virtual material are changing for each version of the same scene. example: scene named as scene_v01,scene_v02 and etc.
for each version is changing the colours of the renders .
On different machines to, still happening on the farm.

And the result on the IPR and The Batchrender are different aswell.


EXTRA UI ERROR:
// Error: file: C:/Program Files/Autodesk/Maya2017/scripts/others/unifiedRenderGlobalsWindow.mel line 327: Object 'tabForm' not found. //

Best,
JO
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Re: OctaneRender® for Maya® 3.04.5 - 9.7 Win [STABLE]

Postby calus » Sat Dec 03, 2016 10:03 am

calus Sat Dec 03, 2016 10:03 am
already posted in bug section, I re-post here for better visibility

There's a lot of thing to fix in the ORBX exporter.

I noticed for big animated scene, exporting either fail or export time is 3 times longer than using Maya builtin Alembic.
That should just not happen.
V3 plugins are supposed to be compatible with OctaneRenderCloud,
so exporting to ORBX should just work, this is not the case at all:
I think I never had a scene exported from Maya, working out of the box in standalone,
I always have to export individually some Item using Maya builtin exporter,
or need modification to workaround the exporter limitation and bugs.

In the actual state of the exporter, ORC is never going to work.

Octane plugin is still missing a lot of feature from V3 (but also still some of V2),
and still have a lot to fix or improve for implemented feature,
nevertheless, priority should be on fixing and improving the exporter for actual supported feature,
until it is fast and rock solid.


I realize this is lot of work but we would have a true quick workaround when maya batch render fails or is too slow,
and obviously this would also benefit internal export for rendering in Maya as I guess some code is shared,
and as in other plugin there could be a command "render in standalone".

One problem giving all kind of other problem is the naive implementation in the plugin to deal with visibility and hierarchy,
that should now be improved,
It's not acceptable that the Maya builtin exporter have a better compatibility with standalone than the specialized Octane plugin exporter.
for example Maya Alembic: respect subdiv crease, respect selection, respect pin/object naming, respect animated visibility and hierachy inherited property, ect..)

@Jimstar,
Dimitri if you never noticed, the code for the "better" Maya Alembic exporter is shared in the Maya SDK, so there's no excuse here ;)
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Re: OctaneRender® for Maya® 3.04.5 - 9.7 Win [STABLE]

Postby Jolbertoquini » Sat Dec 03, 2016 10:29 am

Jolbertoquini Sat Dec 03, 2016 10:29 am
Hi Guys,

I'm +1 with Calus I think the virtual meterial take a lot time and for us we can continue using mel script to apply randoms on the shaders.
May main concern is the exporter really important for us cause we export aways the scene
For one of our produsts.
as my messages the 6.1 have a really good export and after this one things chanhed.

I prefer personal have this fix then the other stuffs.

Best,
JO
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Re: OctaneRender® for Maya® 3.04.5 - 9.7 Win [STABLE]

Postby calus » Sun Dec 04, 2016 4:58 pm

calus Sun Dec 04, 2016 4:58 pm
@Jo,

:o , I'm so sorry, I was wrong about the randomColor node,
I said previously that the randomColor node can only work for particle instancer ( Scatter node in standalone) and can't work with regular Instance node (geo connected to placement node in Standalone).
RandomColor node do works with any kind of instance in Octane !!
random-color-test.png

I wrongly assumed regular Maya instance were correctly implemented in the Maya Plugin,
they are not.
Once again this is a bug in the code used for exporter. :(



@JimStar,

The Maya plugin creates one different Material Map node for each instance even if they are sharing the same material.
They should not !
For instances connected in Maya to the same Shading Group, only one Material Map node should also be used in Octane.
Can you fix this bug please, in the ORBX exporter and in the internal converter (but I guess, this is the same code).

While you're at it, can you fix in the exporter each geometry using an individual Scatter node (individual scatter node are useless in standalone),
they should use a Placement node instead (and its pin Transform node),
there should not be any problem to change that as there's also a matrix input in the Transform node:
Code: Select all
 LUA    transform:setAttribute(octane.A_TRANSFORM, matrix)
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Re: OctaneRender® for Maya® 3.04.5 - 9.7 Win [STABLE]

Postby Joss » Sun Dec 04, 2016 7:35 pm

Joss Sun Dec 04, 2016 7:35 pm
I should say that this version is pretty stable, despite that strange "crash" thingy, when for some reason engine goes out of memory and not working anymore at all until the Maya restart.

PS: Camera AE is still horrible, can we have at least those camera sections collapsed when AE is opened?
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