OctaneRender® for Maya® beta 2.58m [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

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ZLOy
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Joined: Fri Jul 06, 2012 7:04 pm
Location: R.F.

Thanks for report!
Is it reproducable in this scene? If yes, I need the scene... As I can't reproduce these errors when texturing objects with your image - viewport and render both work well, and no errors in console and script editor...
I think maby its happenes because i have terrible topoloпy on object. I do it by NURBS then convert to polygons.

Now i have some problems with Batch render. If i hit batche render from Maya it ok, but if I click right mouse button on maya file and hit render then I get this message :
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11.jpg
Sorry for my poor English
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JimStar
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Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

ZLOy wrote:Now i have some problems with Batch render. If i hit batche render from Maya it ok, but if I click right mouse button on maya file and hit render then I get this message :
As I see on your previous screenshots, you worked in Maya 2012 x64. But in your windows shell menu is registered Maya 2013 x64 (this version of Maya was started by windows on your computer when you choose "Render" from shell menu). You have entered your login-password for Octane for Maya 2012 x64, but you have not registered Octane in Maya 2013 x64.
So, you have two ways:
- register (enter login-pass) Octane in Maya 2013 x64 too, or:
- register Maya 2012 x64 for windows shell menu
renmaxhb
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Joined: Mon Dec 13, 2010 8:53 am

I learn it a few days,it have very good effect!! But I found many problems in it and octane engine.It is very hard to use in animation projects.


1.Option is very slow in maya,and creat LIVEBD, some matierals,some light........

2.It is very slow during exporting maya to engine,my animation scence cost 40's at least.....It must Optimizate.

3.Light sample is very insetresting,
one light,glable sample is 100,light works very fast and good,
two lights,glable sample is 100,lights works slowly and quality of images is bad ,so glable sample must be 1024
ten lights,glable sample must be 3000?............you change lights sample ,the light with lower sample works badly.
4.It can not suport images sequece,engine is also.... how can i make a animation of water?

5.LIVEBD is very good. But I found you shutdown the server and restart it sometimes evrey day? So I can use it at day,I cant sue it at night?

6. the passes is not enough.

7.It works slowly when matierals have some transperacy texture.It is very obviou....

8..........................I can not use it an my animation,I will give it up almost:<
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JimStar
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Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

I will answer by points:
renmaxhb wrote:1.Option is very slow in maya,and creat LIVEBD, some matierals,some light........
I have not understood, please spell it more clear...
renmaxhb wrote:2.It is very slow during exporting maya to engine,my animation scence cost 40's at least.....It must Optimizate.
Take a look at "voxelizing..." time in Octane verbose ouput. If most of these 40 seconds are spent there - this question you should ask to Octane engine developers, not to plugin developer. The export itself (that is made by plugin) is very fast in comparison to Octane engine voxelizing process.
renmaxhb wrote:3.Light sample is very insetresting,
one light,glable sample is 100,light works very fast and good,
two lights,glable sample is 100,lights works slowly and quality of images is bad ,so glable sample must be 1024
ten lights,glable sample must be 3000?............you change lights sample ,the light with lower sample works badly.
The same thing: all that relates to the rendering itself - is area of responsibility of Octane engine, not the plugins, so ask please about it to Octane engine developers.
renmaxhb wrote:4.It can not suport images sequece,engine is also.... how can i make a animation of water?
A few days ago I already added your feature request about it to the TODO list to one of the first positions.;) It will be supported in one of the next versions soon. I'm working on it.
renmaxhb wrote:5.LIVEBD is very good. But I found you shutdown the server and restart it sometimes evrey day? So I can use it at day,I cant sue it at night?
Server is not the plugins developers responsibility, I don't know how it works.
renmaxhb wrote:6. the passes is not enough.
The same thing: all that relates to the rendering itself - is area of responsibility of Octane engine, not the plugins, so ask please about it to Octane engine developers. I can't add the passes to engine, as in this plugin I just use this engine through SDK API.
renmaxhb wrote:7.It works slowly when matierals have some transperacy texture.It is very obviou....
The same thing: all that relates to the rendering itself - is area of responsibility of Octane engine, not the plugins, so ask please about it to Octane engine developers...
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ZLOy
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Posts: 42
Joined: Fri Jul 06, 2012 7:04 pm
Location: R.F.

As I see on your previous screenshots, you worked in Maya 2012 x64. But in your windows shell menu is registered Maya 2013 x64 (this version of Maya was started by windows on your computer when you choose "Render" from shell menu). You have entered your login-password for Octane for Maya 2012 x64, but you have not registered Octane in Maya 2013 x64.
So, you have two ways:
- register (enter login-pass) Octane in Maya 2013 x64 too, or:
- register Maya 2012 x64 for windows shell menu
Oops))..Thanks, I`ll just uninstall 2013. :lol:
Sorry for my poor English
doctorpangloss
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Posts: 38
Joined: Wed Dec 15, 2010 7:56 am

doctorpangloss wrote:Batch render fails in a scene with a mesh generated from nParticles (i.e., "Convert > nParticles to Polygons"). Polygons were baked to Alembic and still didn't work.

The scene renders correctly in IPR and single frame render. Batch mode crashes. Crash dump attached.

Reading the crash dump, I would note that I did in fact triangulate the nParticles mesh beforehand.

This scene file probably isn't very useful without the cache data, but it's large (>1GB). I'd suggest just making a scene with nParticles converted to polygons. Should cause the crash.

Quadro 4000 + GTX 580, Maya 2013 + 2.58m.
Any feelings about this? I think the plugin has a problem triangulating mesh nodes.
Win7x64 | GTX 580 | Maya 2011
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JimStar
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Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

doctorpangloss wrote:I think the plugin has a problem triangulating mesh nodes.
No. Here the Maya has the problem in its API when checking triangulate errors in the empty sets - it just crashes in hasValidTriangulation() function.
I already made the workaround for it, will be released in the next version.
doctorpangloss
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Joined: Wed Dec 15, 2010 7:56 am

JimStar wrote:
doctorpangloss wrote:I think the plugin has a problem triangulating mesh nodes.
No. Here the Maya has the problem in its API when checking triangulate errors in the empty sets - it just crashes in hasValidTriangulation() function.
I already made the workaround for it, will be released in the next version.
Thanks so much
Win7x64 | GTX 580 | Maya 2011
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JimStar
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Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Next version HERE.
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