BK wrote:Standalone does not support nhair system yet.
What do you mean Bikram ? Obviously the Maya nhair system can't be supported directly, but standalone V2 and V3 support hair by importing alembic curves,
so Blackshore can export nhair as Maya Alembic cache and render them in Standalone (hair width min/max is set in the alembic node settings in standalone ).
Basic usage of the w-texture node is possible in the V3 plugin (as in Bikram example), but the implementation is still very WIP,
new parameters have been added on the pfx shape and pfx transform but they are broken
So for advanced hair texturing (using U , V and W coordinate) this is not possible,
As you may have noticed, for some reason, useful hair UV have never been implemented in the plugin,
so the only way to assign an UV texture to hair is trough the Maya Hair shading system (baking Maya colors in a dummy empty octane texture node),
but in the V3 plugin, Maya colors are still not interpolated along W ... not sure if the state is "half-implemented", or just "broken/unusable".
blackshore wrote:Is there any function that is not working in v3 that was working in v2?
No but, while Standalone backward compatibility is almost perfect, this is not the case for the Maya plugin,
V2 scenes usually have some quirks and messed-up settings with the V3 plugin but nothing too serious that can't be fixed.