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Re: OctaneRender® for Maya® 3.06.4 - 11.7[STABLE]

PostPosted: Thu Jul 13, 2017 3:10 pm
by Jolbertoquini
calus wrote:By the way we are now waiting since 4 months for JimStar to finish the motion-blur sub-sampling implementation :shock:

Why this takes so much time for the Maya plugin ?
The same feature have been implemented in one day by Paul for the Modo plugin... :lol:


yes agree this is just hard Guys, modo dev did much faster then you what we are asking from 4 months is time to add this "sub-sampling" options.
Also Agree with Calus, is pointless set "1" the idea is Mb should work right and correct and same value for mesh,particles and etc.

This on production is really a pain in the Neck more and more we have problem with that in our production, and we are getting tired of this.
Please let's get fix the Motion-blur issues.

cheers,
JO

Re: OctaneRender® for Maya® 3.06.4 - 11.7[STABLE]

PostPosted: Mon Jul 17, 2017 1:04 am
by BK
Hi Jo,

We apologize for the delays.

Just to update you, we are progressing in refactoring the plugin and hope to implement this missing "Time sampling" options asap and also we look forward supporting long-awaited features such as Octane proxies, XGen, Bifrost, and other 3rd party plugins. I will PM you, whenever we receive any further updates.

Re: OctaneRender® for Maya® 3.06.4 - 11.7[STABLE]

PostPosted: Mon Jul 17, 2017 9:39 am
by Jolbertoquini
BK wrote:Hi Jo,

We apologize for the delays.

Just to update you, we are progressing in refactoring the plugin and hope to implement this missing "Time sampling" options asap and also we look forward supporting long-awaited features such as Octane proxies, XGen, Bifrost, and other 3rd party plugins. I will PM you, whenever we receive any further updates.



Great news thanks Bikram!

Re: OctaneRender® for Maya® 3.06.4 - 11.7[STABLE]

PostPosted: Mon Jul 17, 2017 10:48 am
by L_E_X
I confirm this problem- internal motion blur has to many bugs and does not work correctly,
1) Geometry with none constant toplogy - no motion blur.
2) Paticles - with motion blur is buggy and very very very very very very very very very very very very very very very very very very slow to render and sometimes crashes maya (for example Redshift rendering particles with motion blur very quick and has no problems with motion bur on geometry with none constant topology).

This is fundamental features for production renders, we feeling ourselves as betta testers who payed for "none production render"((( I always try to find the ways for get arround the bugs.
It's a shame that it's so difficult to use such a wonderful render in real production. I hope we will get WORKING motion blur as soon as possible. For example the current project I have to do in another render (why i need to use another render instead of Octane ?) - motion blur is VERY importent feature .

I beg you to correct this bug as soon as possible.

Thank you for your prompt response.

Re: OctaneRender® for Maya® 3.06.4 - 11.7[STABLE]

PostPosted: Tue Jul 18, 2017 5:49 am
by BK
Hi Lex,

Thank you so much for your honest feedback. We can understand your frustration and we are doing our best to resolve this issue as soon as we possible.

By the way, would you be able to PM us a sample file? Rendering vector pass could be an option too.

Re: OctaneRender® for Maya® 3.06.4 - 11.7[STABLE]

PostPosted: Tue Jul 18, 2017 6:50 am
by calus
L_E_X wrote:I confirm this problem- internal motion blur has to many bugs and does not work correctly,
1) Geometry with none constant toplogy - no motion blur.

varying topology mesh have motion blur if carying velocity data, but the Motion Blur is wrong: hundred times too low, so may not be noticed.
You can try to increase the value of the velocity data using a polycolorMod node, but vectors are incorrect anyway.

L_E_X wrote:2) Paticles - with motion blur is buggy and very very very very very very very very very very very very very very very very very very slow to render and sometimes crashes maya.

Motion Blur for varying number of particles have been improved but is still unusable because of a nasty bug : when a particle die this triggers artifact and wrong MB at this frame...

Also for efficient rendering of lot of particles with Octane, one have to use direct rendering of particles (so not using instancer) with the "sphere primitive" feature,
This feature is in Octane Core since more than one year but sadly this is still not supported in the Maya plugin. :cry:


So I confirm, the Maya plugin is useless for rendering varying toplogy mesh MB, varying particle MB or large number of particles.
You need to use Octane Standalone for this.

Re: OctaneRender® for Maya® 3.06.4 - 11.7[STABLE]

PostPosted: Tue Jul 18, 2017 9:10 am
by Jolbertoquini
Hi Dev,

Please, Any developer comments on this? Pascal point some essential problems here with the plug.
Would be great to have a clear answer from a manager of the Maya plug or Standalone. To make sure our request as a customers is answered.

Cheers,
JO

Re: OctaneRender® for Maya® 3.06.4 - 11.7[STABLE]

PostPosted: Wed Jul 19, 2017 6:28 am
by BK
Hi Jo,

I have just PM 'd you.

Re: OctaneRender® for Maya® 3.06.4 - 11.7[STABLE]

PostPosted: Thu Jul 20, 2017 2:35 pm
by itsallgoode9
BK wrote:Hi Jo,

I have just PM 'd you.



What in the hell is up with all of this PMing? Why won't OTOY publicly say anything on the forums regarding this lack of updates. WTF

Re: OctaneRender® for Maya® 3.06.4 - 11.7[STABLE]

PostPosted: Fri Jul 21, 2017 5:53 am
by BK
itsallgoode9 wrote:
BK wrote:Hi Jo,

I have just PM 'd you.



What in the hell is up with all of this PMing? Why won't OTOY publicly say anything on the forums regarding this lack of updates. WTF



Oops !! My apology, I've realized it's my mistake.

Anyway, as an update about the Maya particle motion blur, we are planning to support this feature as well, but after the refactoring is completed.