OctaneRender for Maya 4.05-13.49 [STABLE]

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OctaneRender for Maya 4.05-13.49 [STABLE]

Postby JimStar » Mon May 04, 2020 10:44 pm

JimStar Mon May 04, 2020 10:44 pm
Otoy® is proud to announce the availability of a new OctaneRender™ for Maya® Version 4
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 2016, 2016.5, 2017 and 2018 64-bit on Windows, Linux and OSX operating systems.

License upgrade

Unless you have a subscription license, you will have to upgrade your version 3 licenses to version 4. This upgrade is free and can be done via these 4 steps:

  1. Go to https://home.otoy.com/render/octane-render/purchase/
  2. Select "Upgrade" in the top menu.
  3. Click on "UPGRADE NOW" next to "Upgrade existing licenses to OctaneRender 4".
  4. Select the licenses you want to upgrade and confirm.

To use this version, you need a GPU of compute model 3.0 or higher. Support for Fermi GPUs (like GTX 4xx and 5xx) has been dropped. Also make sure you use a driver of version 419.17 or higher and if you are working on Mac OS that have a CUDA driver installed that supports at least CUDA 9.1.

Octane for Maya masterclass:
https://www.youtube.com/watch?v=fANBzifhSow&list=PLTqdDmFtprFkzaBM7cmp8ZipQCNupDD0H


Changelog and the installers for Octane Standalone are here:
OctaneRender Standalone 4.05

Please read the new features implemented from Octane Standalone 4 version our blog post.


Changes since version 13.48:

  • Fixed the settings' issue: the out-of-core size input fields were treated as bytes instead of megabytes.


Windows DOWNLOAD
OctaneRender for Maya 4.05-13.49
OctaneRender for Maya 4.05-13.49 Demo

Linux DOWNLOAD
OctaneRender for Maya 4.05-13.49
OctaneRender for Maya 4.05-13.49 Demo

MacOS DOWNLOAD
OctaneRender for Maya 4.05-13.49
OctaneRender for Maya 4.05-13.49 Demo



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Subscription Studio Downloads
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OctaneRender for Maya Studio 4.05-13.49 [Windows]

OctaneRender for Maya Studio 4.05-13.49 [Linux]

OctaneRender for Maya Studio 4.05-13.49 [MacOS]
Last edited by JimStar on Wed Jan 19, 2022 2:38 am, edited 1 time in total.
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Re: OctaneRender for Maya 4.05-13.49 [STABLE]

Postby churumbela » Wed Dec 09, 2020 10:57 pm

churumbela Wed Dec 09, 2020 10:57 pm
Is it correct to asume that this plug-in doesn't have working Scattering nor Absorption mediums?
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Re: OctaneRender for Maya 4.05-13.49 [STABLE]

Postby churumbela » Thu Dec 10, 2020 8:06 pm

churumbela Thu Dec 10, 2020 8:06 pm
I've done some more testing. It seems that connecting Mediums to Diffuse shaders is broken... altering values on the Medium node doesn't even restart IPR.
However, using Mediums with a Glossy material (as shown in the youtube Octane for Maya videos) does work.
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Re: OctaneRender for Maya 4.05-13.49 [STABLE]

Postby blackshore » Tue Oct 19, 2021 4:07 pm

blackshore Tue Oct 19, 2021 4:07 pm
I understand that this is a older version but still supported?

Do anyone know how to get this OSL texture working with Octane:
https://github.com/cuckon/scratched/blo ... cratch.osl


I'm currently getting following error in maya+octane:
Code: Select all
// Error: Octane: Failed to compile OSL texture node:
error: No shader function defined
 //


System: win7 64bit
Maya: 2018
Octane:4.05
Maya plugin: 13.49


OSL shader:
Code: Select all
// Micro Scratched Texture
//
// Author: John Su <[email protected]>
//
// An OSL shader that generates texture to make swirly micro scratch look by
// controlling the anistropy and roughness.
// The original idea is from Hang Li(悬挂鲤) and Ben Paschke. Here I implemented
// it using OSL and exposured some arts friendly parameters.

#define DIVISION 40
#define DEBUG(_) Cf=_; return;


float line(point p, float direction, float width){
    float theta = direction * M_PI;
    float k = tan(theta);
    float distance = abs(k * p[0] - p[1])/sqrt(k * k + 1);
    return 1 - step(width*0.5, distance);
}


shader scratch(
   float density=0.1,
   float roughness_min=0.0,
   float roughness_max=0.01,
   float roughness_default = 0.1,
   float anisotropic_min = 0.1,
   float anisotropic_max = 0.2,
   float anisotropic_default = 0,
    float width=0.001,
    float offset=0.0,
    output color Cf = 0
){
    float delta = 1.0/(DIVISION - 1);
    float max_radius = sqrt(density);
    int max_search_cell = (int)ceil(max_radius/delta);
    point index = point(round(u/delta), round(v/delta), 0.0);
    point shading_p = point(u, v , 0.0);
    point current_index;

    point current_origin_p;
    float scratch = 0, direction=0;
    float roughness = roughness_default, anisotropic = anisotropic_default;
    for (int x = -max_search_cell; x <= max_search_cell; ++x){
        for (int y = -max_search_cell; y <= max_search_cell; ++y){
            current_index = index + point(x, y, 0);

            current_origin_p = (current_index + (hashnoise(current_index) - 0.5)) * delta;
            direction = hashnoise(current_index + vector(123, 456, 0));
            scratch = line(
               current_origin_p - shading_p,
               direction,
               width * hashnoise(current_index)
            );
            if (scratch)
            {
               roughness = roughness_default + mix(
                  roughness_min,
                  roughness_max,
                  hashnoise(current_index + vector(123, 456, 1))
               );
                anisotropic = anisotropic_default + mix(
                   anisotropic_min,
                   anisotropic_max,
                   hashnoise(current_index + vector(123, 456, 2))
                );
                break;
            }
        }
        if (scratch)
            break;
    }
   
    Cf = color(
       roughness,
       (direction * 0.5 + offset) * (scratch > 1e-4),
       anisotropic
    );
}



The osl texture works fine in standalone. It just causes issues in maya for some reason.
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Re: OctaneRender for Maya 4.05-13.49 [STABLE]

Postby BK » Wed Oct 20, 2021 2:38 am

BK Wed Oct 20, 2021 2:38 am
blackshore wrote:I understand that this is a older version but still supported?

Do anyone know how to get this OSL texture working with Octane:
https://github.com/cuckon/scratched/blo ... cratch.osl


I'm currently getting following error in maya+octane:
Code: Select all
// Error: Octane: Failed to compile OSL texture node:
error: No shader function defined
 //


System: win7 64bit
Maya: 2018
Octane:4.05
Maya plugin: 13.49


OSL shader:
Code: Select all
// Micro Scratched Texture
//
// Author: John Su <[email protected]>
//
// An OSL shader that generates texture to make swirly micro scratch look by
// controlling the anistropy and roughness.
// The original idea is from Hang Li(悬挂鲤) and Ben Paschke. Here I implemented
// it using OSL and exposured some arts friendly parameters.

#define DIVISION 40
#define DEBUG(_) Cf=_; return;


float line(point p, float direction, float width){
    float theta = direction * M_PI;
    float k = tan(theta);
    float distance = abs(k * p[0] - p[1])/sqrt(k * k + 1);
    return 1 - step(width*0.5, distance);
}


shader scratch(
   float density=0.1,
   float roughness_min=0.0,
   float roughness_max=0.01,
   float roughness_default = 0.1,
   float anisotropic_min = 0.1,
   float anisotropic_max = 0.2,
   float anisotropic_default = 0,
    float width=0.001,
    float offset=0.0,
    output color Cf = 0
){
    float delta = 1.0/(DIVISION - 1);
    float max_radius = sqrt(density);
    int max_search_cell = (int)ceil(max_radius/delta);
    point index = point(round(u/delta), round(v/delta), 0.0);
    point shading_p = point(u, v , 0.0);
    point current_index;

    point current_origin_p;
    float scratch = 0, direction=0;
    float roughness = roughness_default, anisotropic = anisotropic_default;
    for (int x = -max_search_cell; x <= max_search_cell; ++x){
        for (int y = -max_search_cell; y <= max_search_cell; ++y){
            current_index = index + point(x, y, 0);

            current_origin_p = (current_index + (hashnoise(current_index) - 0.5)) * delta;
            direction = hashnoise(current_index + vector(123, 456, 0));
            scratch = line(
               current_origin_p - shading_p,
               direction,
               width * hashnoise(current_index)
            );
            if (scratch)
            {
               roughness = roughness_default + mix(
                  roughness_min,
                  roughness_max,
                  hashnoise(current_index + vector(123, 456, 1))
               );
                anisotropic = anisotropic_default + mix(
                   anisotropic_min,
                   anisotropic_max,
                   hashnoise(current_index + vector(123, 456, 2))
                );
                break;
            }
        }
        if (scratch)
            break;
    }
   
    Cf = color(
       roughness,
       (direction * 0.5 + offset) * (scratch > 1e-4),
       anisotropic
    );
}



The osl texture works fine in standalone. It just causes issues in maya for some reason.


hi Blackshore,

Thanks for the post.

We are unable to reproduce this error.
Please find the file attached using the same OSL compiled using texture node.

ForBlackshore.zip
(9.66 KiB) Downloaded 96 times


cheers
Kind Regards

bk3d
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Re: OctaneRender for Maya 4.05-13.49 [STABLE]

Postby blackshore » Tue Nov 23, 2021 2:06 pm

blackshore Tue Nov 23, 2021 2:06 pm
Your shader works. Not sure on what you did.

I have added the OSL here if there is more wish to download it.

Thanks btw!
Attachments
scratch.osl
Scratch OSL - Working
(2.78 KiB) Downloaded 89 times
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Re: OctaneRender for Maya 4.05-13.49 [STABLE]

Postby BK » Thu Nov 25, 2021 11:36 pm

BK Thu Nov 25, 2021 11:36 pm
blackshore wrote:Your shader works. Not sure on what you did.

I have added the OSL here if there is more wish to download it.

Thanks btw!


Hi Blackshore,

Thanks for letting us know it worked.
We copied the code and then compiled it.


cheers
Kind Regards

bk3d
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