OctaneRender® for Maya® beta 2.58g [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

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Slimshader
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For me I like the way you have the octane shelf button rendering from the current timeline frame.

It's cool that way because I have the option to change which gpu's I will use for the following frame if I want, when batch rendering the sequence.

But when selecting batch render from the render menu, it makes sense to me that it would follow the start frame that I dialed into the render settings like maya would normally do.
Last edited by Slimshader on Wed Jul 25, 2012 7:26 pm, edited 3 times in total.
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TBFX
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Slimshader wrote:For me I like the way you have the octane shelf button rendering from the current timeline frame. It's cool that way because I have the option to change which gpu's I will use for the following frame if I want when it batch render the sequence that way.But when selecting batch render from the render menu, it makes sense to me that it would follow the start frame that I dialed into the render settings like maya would normally operate.
I Agree with Slimshader on this.

Jimstar, the plugin is coming along really nicely! I tried that scene I had from ages ago that would crash Maya to test out batch rendering and it ran through without a crash so whatever it was I think has been fixed along the way. :)

I notice when I batch render from the Maya menu without explicitly specifying a name for the output files (therfore they should take on the saved name of the Maya scene) the resulting frames instead have the name of the temp file that Maya writes out in order to batch render. Although Maya always writes this file to render from usually the final frames still get the name of the file that was open when the batch was started, just how it is indicated in the render globals. A minor point but still a little annoying as I often use this workflow for naming output when doing tests.

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
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Joss
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1. Just a quick note: would be nice to have some full changelog either in plug-in distribution or in one of the threads to quickly check what was fixed and when.

2. would be nice to change a bit behavior of "Sun/Sky env" shelf button - if there's already env node exists in scene, then just show up AE with that node.

3. Is it possible to set the format of Env texture, i mean to tell the renderer that it's either Mirror Ball or Latlong one?

4. I'm getting an error in few scenes: "// Error: Could not find the camera in current layer "defaultRenderLayer". Octane render stopped. // "
There's nothing special with scene - just a typical camera1 and a couple of poly objects. No any render layers or such.
The only special thing with camera is that there's a custom attribute - distance from camera to spaceLocator connected to camera centerOfInterest attr, but it seems not the case for the error because deleting camera and adding a new one producing the same error.
I can send you that scene if needed.
Freelance CG TD, developer.
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Slimshader
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+1 everything Joss suggested :) .

The "// Error: Could not find the camera in current layer "defaultRenderLayer". Octane render stopped. // " workaround for me is to select the camera from the renderview window menu. (eg. IPR > IPR Render > current(perspShape))
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JimStar
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Joss wrote:4. I'm getting an error in few scenes: "// Error: Could not find the camera in current layer "defaultRenderLayer". Octane render stopped. // "
There's nothing special with scene - just a typical camera1 and a couple of poly objects. No any render layers or such.
The only special thing with camera is that there's a custom attribute - distance from camera to spaceLocator connected to camera centerOfInterest attr, but it seems not the case for the error because deleting camera and adding a new one producing the same error.
I can send you that scene if needed.
The camera is not added to the "Render settings" as "renderable".
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Joss
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I believe i set everything correctly, even in render globals, although it shouldn't affect interactive experience, since RG basically being used only in batch renders. Also still, even in there's no camera in RG, current camera should be used, since i may setup scene for batch render from one camera, but tuning it from other 5 cameras.

Going to test it more.
Freelance CG TD, developer.
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JimStar
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Next version HERE.
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