Scene Scale for Light Sources

Autodesk Maya (Plugin developed by JimStar)

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Stollentroll1984
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Posts: 7
Joined: Sun Jan 24, 2016 6:27 pm

Hi Octane for Maya - User, I need your Help!
I have a very annoying issue with the scene scale and it would be nice to know, how do you deal with this problem (bug):
The scene scale in Maya is as default in centimenters and in the preferences of the octane-render you have the ability to set up the scene scale as following: 1 Unit = X Meters. If I'm not wrong the value for X = 0,01 to get the constelation 1 Unit = 1 Centimeter. So it works as expected as long as you let your light source as Global geometry type. But the problem is, if you use ies-lights you have to change the geometry type to scatter or movable, if you need to rotate the light sources otherwise octane ignores the rotation, but if you change the geometry type of a light source, the value for the scene scale will be ignored from octane completely. So I set the max Power and efficiency values to the maximum but its not enough to get enough light in my scene. How do you handle this problem? How do you set up your scene to get rid of this bug? Its a very, very annoying bug and I don't expect a bug fix in the next few months so I ask the community!

P.S.: Sorry for my english, it's not my native language :)
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Jolbertoquini
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Stollentroll1984 wrote:Hi Octane for Maya - User, I need your Help!
I have a very annoying issue with the scene scale and it would be nice to know, how do you deal with this problem (bug):
The scene scale in Maya is as default in centimenters and in the preferences of the octane-render you have the ability to set up the scene scale as following: 1 Unit = X Meters. If I'm not wrong the value for X = 0,01 to get the constelation 1 Unit = 1 Centimeter. So it works as expected as long as you let your light source as Global geometry type. But the problem is, if you use ies-lights you have to change the geometry type to scatter or movable, if you need to rotate the light sources otherwise octane ignores the rotation, but if you change the geometry type of a light source, the value for the scene scale will be ignored from octane completely. So I set the max Power and efficiency values to the maximum but its not enough to get enough light in my scene. How do you handle this problem? How do you set up your scene to get rid of this bug? Its a very, very annoying bug and I don't expect a bug fix in the next few months so I ask the community!

P.S.: Sorry for my english, it's not my native language :)
I always fins this weird to is pretty good standard on the industry 1unit =1cm at maya workflow first by default be 1m is already waste time.
we need constantly change this settings for a maya plug is a bit weird.

for the light IES is features really weird to use at plug from a long time. I never use on production because is so bad to make work nicely. and when is working give bugs and flickers. for animations.
:evil: :evil:
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calus
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Jolbertoquini wrote: I always fins this weird to is pretty good standard on the industry 1unit =1cm at maya workflow first by default be 1m is already waste time.
It depends of your type of scene, working on buildings or solar system with cm as unit is a bit tedious ;).

Ideally the plugin should just respect whatever is defined in the scene settings as the linear unit.

BUT, for some reason, as soon you are referring to physical units, the convention is to use meters.
Maya doesn't respect its own units, e.g :
Nucleus or Bifrost assume 1 unit grid = 1 meter, even if the preference settings define 1 unit as 1 cm. :shock:

So that's kind of a complex topic :?
Pascal ANDRE
Stollentroll1984
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Posts: 7
Joined: Sun Jan 24, 2016 6:27 pm

calus wrote:It depends of your type of scene, working on buildings or solar system with cm as unit is a bit tedious .

Ideally the plugin should just respect whatever is defined in the scene settings as the linear unit.

BUT, as soon you are referring to physical units, the convention is to use meters.
Maya doesn't respect its own units, e.g :
Nucleus or Bifrost assume 1 unit grid = 1 meter, even if the preference settings define 1 unit as 1 cm.

So that's kind of a complex topic
Oh yes, Maya and the Units is a very painful topic I had to learn about as I learned Maya. But the problem is, that MayaToOctane-Plugin ignores its own setting too, if you change the geometry type of the ligtsource, which make the unit topic 2 x complex :( Does anybody have the workaround to deal with this problem? The change of the scene scale to meters is my last resort, because i have to reparameterize then all existing light sources as well as all materials with a medium :(.
calus
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Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

Stollentroll1984 wrote:But the problem is, that MayaToOctane-Plugin ignores its own setting too, if you change the geometry type of the ligtsource, which make the unit topic 2 x complex :( Does anybody have the workaround to deal with this problem?
Indeed I already had the same problem and had to multiply the original light power with 10 000 to compensate the bug.
and I suppose you are stuck by the attribute limit (100 000), the workaround is to use expression in this attributes:

You can exceed the hard limit of the power attribute adding an expression to the attribute.

e.g :
if original light power is 100 with global type.
the expression should be :
octaneLight1.Power=1 000 000;


I just tested again and works as expected.
Pascal ANDRE
Stollentroll1984
Licensed Customer
Posts: 7
Joined: Sun Jan 24, 2016 6:27 pm

calus wrote:
Stollentroll1984 wrote:But the problem is, that MayaToOctane-Plugin ignores its own setting too, if you change the geometry type of the ligtsource, which make the unit topic 2 x complex :( Does anybody have the workaround to deal with this problem?
Indeed I already had the same problem and had to multiply the original light power with 10 000 to compensate the bug.
and I suppose you are stuck by the attribute limit (100 000), the workaround is to use expression in this attributes:

You can exceed the hard limit of the power attribute adding an expression to the attribute.

e.g :
if original light power is 100 with global type.
the expression should be :
octaneLight1.Power=1 000 000;


I just tested again and works as expected.
Calus, thank you for the advise! I will try this out :).
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Jolbertoquini
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Joined: Sun Aug 31, 2014 7:08 am
Location: London
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calus wrote:
Jolbertoquini wrote: I always fins this weird to is pretty good standard on the industry 1unit =1cm at maya workflow first by default be 1m is already waste time.
It depends of your type of scene, working on buildings or solar system with cm as unit is a bit tedious ;).

Ideally the plugin should just respect whatever is defined in the scene settings as the linear unit.

BUT, for some reason, as soon you are referring to physical units, the convention is to use meters.
Maya doesn't respect its own units, e.g :
Nucleus or Bifrost assume 1 unit grid = 1 meter, even if the preference settings define 1 unit as 1 cm. :shock:

So that's kind of a complex topic :?
Hi Calus,

I understand that but let's be honest how many people use Octane to do it this type of scene on space. Is really special cases and people do some rack when is happening.

Advertising companies constantly do it product, characters on live action or full CGI.

is all about it priorities. But I understand that...Personally and all VFX work I saw that base scale in cm.
and some freelancer still do it not in real size world.

well just a point the view then.

Very best,
JO
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
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