thanks both for your feedback, good idea on manual full fan leaving the office.
I plan on using a 1500 watt gold rated psu.
OctaneRender® for Maya® beta 2.58o [OBSOLETE]
Moderator: JimStar
Maya 2013 / W7 64bit / Intel i7 980 / 24GB / Gigabyte gtx 580 3GB + 2*EVGA gtx 680 4gb / MB Gigabyte X58A-UD3R / NZXT Phantom - white/black case
Maya 2013/W7 64bit/Intel i7 3820/16GB/ MB Gigabyte GA-X79-UD3 /4*EVGA gtx 680 4gb/SSD 6Gb.s /CM HAF X case
Maya 2013/W7 64bit/Intel i7 3820/16GB/ MB Gigabyte GA-X79-UD3 /4*EVGA gtx 680 4gb/SSD 6Gb.s /CM HAF X case
- p3taoctane
- Posts: 1418
- Joined: Mon Jan 25, 2010 12:53 am
Gidday Jimstar
I have been traveling a lot of lately and have not had a chance to play. I travel with a MAC Book Pro Retina and finally configured bootcamp to run Windows 7 Ulitmate to run on it with no problem and quite quickly because of the solid state drives etc. Pretty nice to have a two in one machine. Yes... Mac's are expensive but this thing is pretty solid and I'm running Octane Stand-Alone 258e on a Nividia 650M internal card (Kepler based) with a gig-and-a-bit of ram (very few cores 16 I think) but it cranks along and I can get mock-ups and check lighting etc relatively well.
I thought I would give your awesome plugin a whirl just to see if it worked. I know you have more important things to work on but thought you might enjoy the challenge of figuring out why it hangs.
Here are some details I am running in verbose mode and will copy the contents from the script editor at the end of these details:
I can load all appropriate lic's with no problem
See the live data base with rendered images of the materials
I can create nodes from the live data-base and also from within the hypershade etc.
They do not appear in the preview swatch though (Settings for preview quality standard in render settings)
I set my screen view to shaded mode (6) and materials with textures show in my work window... (that makes me think that somehow Octane render is generating those before the actual render??)
When I open the render window and ipr I do not get a freeze but nothing gets past a blue screen in the window and no octane info about the the steps or progress of the render. In the script editor it lists all the loading and says done in .02 secs. So I can move around and use Maya but no Octane render is generated.
When I try and do a regular render I just lock up completely.
I am going to attach the simple scene and the crash log file and the text from the script editor to see if that helps.
I have to use task manager to end the Maya process.
Anyway NOT a big deal but I know how you like challenges....
Keep up the good work... I wish Octane would get you the instance version to you to crank on... but good things come to those who wait.
Peter
Here are some script window contents
LOADING PLUGIN SUCCESSFUL
updateRendererUI;
updateRendererUI;
PluginManager;
// Octane data types are registered...
// Octane nodes are registered...
// Octane settings instance is created...
// Octane settings store is registered...
// Octane camera is registered...
// Octane tool shelf commands are registered...
updateRendererUI;
// Octane UI is registered...
// Octane scene translator is registered...
// Starting Octane engine...
// Octane materials LiveDB swatches refresh started...
// Octane plugin is activated.
// ...done in 0 min. 3 sec.
Octane Live DB Tab selected:
connectAttr -f octaneGlossyMaterial1.outColor octaneGlossyMaterial1SG.surfaceShader;
// Result: Connected octaneGlossyMaterial1.outColor to octaneGlossyMaterial1SG.surfaceShader. //
sets -e -forceElement octaneGlossyMaterial1SG;
// Result: octaneGlossyMaterial1SG //
select -r pPlane1 ;
connectAttr -f octaneGlossyMaterial2.outColor octaneGlossyMaterial2SG.surfaceShader;
// Result: Connected octaneGlossyMaterial2.outColor to octaneGlossyMaterial2SG.surfaceShader. //
sets -e -forceElement octaneGlossyMaterial2SG;
// Result: octaneGlossyMaterial2SG //
IPR IN RENDER WINDOW:
// //
// Octane: starting render, frame 1... //
// Octane: Scene scale factor: 0.01 //
// 0:00 Device "1: GeForce GT 650M (compute model 3.0)" is ENABLED //
// Octane kernel set: Direct Lighting //
// 0:02 Gathering Mesh objects data... //
// 0:02 ...done, //
// 0:02 Gathering Subdiv objects data... //
// 0:02 ...done, //
// 0:02 Gathering Octane Light objects data... //
// 0:02 ...done, //
// 0:02 Octane engine: creating mesh instance... //
// 0:02 ...done //
// 0:02 Compressing mesh data... //
// mesh vertices compression thread work time: 0:00 //
// mesh normals compression thread work time: 0:00 //
// mesh UVs compression thread work time: 0:00 //
// mesh materials compression thread work time: 0:00 //
// 0:02 ...compression done, total time: 0:00 //
// //
// 0:02 Setting data to render engine... //
// ****************************** MESH DATA ****************************** //
// Number of vertices: 1564 //
// Number of normals: 1564 //
// Number of UVs: 1564 //
// Number of polygons: 401 //
// Number of vertex indices: 1564 //
// Number of normal indices: 1564 //
// Number of UV indices: 1564 //
// Number of material indices: 401 //
// 0:02 ...done in 0:00 //
// //
// Octane engine: voxelizing... //
// 0:02 ...done in 0:00 //
// 0:02 Octane mesh data is set to render engine. //
// ****************************** CAMERA ********************************* //
// Name: perspShape //
// Camera: X: 0.28, Y: 0.21, Z: 0.28 //
// Target: X: 0, Y: 0, Z: 0 //
// Up: X: -0.331295, Y: 0.883452, Z: -0.331295 //
// Film width: 35.999928, Focal length: 35, calculated FOV: 54.432125 //
// Aperture: 1 //
// Auto-focus: 0 //
// Focal depth: 1 //
// Stereo: 0 //
// Stereo distance: 0.02 //
// IMAGER: //
// Exposure: 1 //
// FStop: 1.6 //
// Iso: 100 //
// Gamma: 1 //
// Response: 0 //
// Vignetting: 0 //
// Saturation: 1 //
// Hot pixel removal: 1 //
// Premultiplied alpha: 0 //
// Min display samples: 1 //
// Dithering: 0 //
// //
// ****************************** MATERIALS ****************************** //
// Octane: Exported some Material: "lambert1" //
// Octane: Exported some Material: "particleCloud1" //
// Octane: Exported some Material: "defaultRenderLayer" //
// Octane: Exported Glossy Material: "octaneGlossyMaterial1" //
// Octane: Exported Glossy Material: "octaneGlossyMaterial2" //
// //
// 0:02 Octane materials data is set to render engine. //
// ********************** DEFAULT TEXTURE ENVIRONMENT ******************** //
// Power: 0.0 //
// Rotation: X 0.0, Y 0.0 //
// //
// 0:02 Octane engine: Target node is set... //
// 0:02 Octane: Scene export complete. //
// 0:00 Setting refresh rate to 100 ms... //
// 0:02 ...done //
NOW I WILL CLICK normal render button and expect a freeze : >)
Script editor before it locks up says
// //
// Octane starting render, frame 1... //
// Octane: Scene Scale factor 0.01 //
// 0:00 Device " 1: GeForce GT 650M (compute model 3.0)" is ENABLED
// Octane kernel set is Direct lighting //
Then she locks up.
I have found that sometimes after the lock up that the maya file will not ever open again without locking too. In other words if I save right before I click the render button and quit ... I can reopen that maya file and all the octane settings and materials are still set etc. I can move around and use the file.
This is the script editor after reopening the file that did not freeze:
file -f -o "C:/Users/peta/Desktop/JimStarrBefore_Freeze.mb";
requires "OctanePlugin" "2.58o beta";
# Octane data types are registered...
# Octane nodes are registered...
# Octane settings instance is created...
# Octane settings store is registered...
# Octane camera is registered...
# Octane tool shelf commands are registered...
updateRendererUI;
# Octane UI is registered...
# Octane scene translator is registered...
# Starting Octane engine...
# Octane materials LiveDB swatches refresh started...
# Octane plugin is activated.
# ...done in 0 min. 3 sec.
// File read in 3 seconds.
// Warning: line 114: The renderer ('base_OpenGL_Renderer') is not a registered renderer. Renderer will not be set. //
// Warning: line 304: The renderer ('base_OpenGL_Renderer') is not a registered renderer. Renderer will not be set. //
// Warning: line 494: The renderer ('base_OpenGL_Renderer') is not a registered renderer. Renderer will not be set. //
// Warning: line 684: The renderer ('base_OpenGL_Renderer') is not a registered renderer. Renderer will not be set. //
// Error: file: C:/Program Files/Autodesk/Maya2013/scripts/paintEffects/dynPaintPanel.mel line 93: No object matches name: strokeGlobals.wrapH //
// C:/Users/peta/Desktop/JimStarrBefore_Freeze.mb //
commandPort -securityWarning -name commandportDefault;
// AbcImport v1.0 using Alembic 1.0.4 (built Jan 16 2012 14:33:10)
// mental ray for Maya 2013
// Mental ray for Maya: using startup file C:/Program Files/Autodesk/Maya2013/mentalray//maya.rayrc.
// mental ray for Maya: setup
// mental ray for Maya: initialize
// mental ray for Maya: register extensions
// mental ray Node Factory: loaded
// mental ray for Maya: successfully registered
// mental ray for Maya: loading startup file: C:/Program Files/Autodesk/Maya2013/mentalray//maya.rayrc
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/abcimport.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/abcimport.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/AdskShaderSDKWrappers.mi
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/architectural.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/architectural.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/base.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/base.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/builtin_bsdf.mi
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/contour.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/contour.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/paint.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/paint.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/physics.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/physics.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/production.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/production.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/ptex.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/ptex.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/subsurface.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/subsurface.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/surfaceSampler.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/surfaceSampler.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/userdata.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/userdata.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/useribl.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/useribl.dll
// generating Maya nodes...
// AbcExport v1.0 using Alembic 1.0.4 (built Jan 16 2012 14:33:10)
updateRendererUI;
updateRendererUI;
If I do a save new name, hit render button... lock up... force quit with task manager then when I try and reopen that maya file most of the time it will open but if I try and launch the hypershade it will hang and lock up Maya again... after that I can never again open that file... (like it is trying to render the preview or something)
I attached the file called after freeze that did that.
Sorry for long post on essentially what is a work around because of the MAC... but the fact that it works in the stand-alone made me think you might be interested.
Good luck
Peter
I have been traveling a lot of lately and have not had a chance to play. I travel with a MAC Book Pro Retina and finally configured bootcamp to run Windows 7 Ulitmate to run on it with no problem and quite quickly because of the solid state drives etc. Pretty nice to have a two in one machine. Yes... Mac's are expensive but this thing is pretty solid and I'm running Octane Stand-Alone 258e on a Nividia 650M internal card (Kepler based) with a gig-and-a-bit of ram (very few cores 16 I think) but it cranks along and I can get mock-ups and check lighting etc relatively well.
I thought I would give your awesome plugin a whirl just to see if it worked. I know you have more important things to work on but thought you might enjoy the challenge of figuring out why it hangs.
Here are some details I am running in verbose mode and will copy the contents from the script editor at the end of these details:
I can load all appropriate lic's with no problem
See the live data base with rendered images of the materials
I can create nodes from the live data-base and also from within the hypershade etc.
They do not appear in the preview swatch though (Settings for preview quality standard in render settings)
I set my screen view to shaded mode (6) and materials with textures show in my work window... (that makes me think that somehow Octane render is generating those before the actual render??)
When I open the render window and ipr I do not get a freeze but nothing gets past a blue screen in the window and no octane info about the the steps or progress of the render. In the script editor it lists all the loading and says done in .02 secs. So I can move around and use Maya but no Octane render is generated.
When I try and do a regular render I just lock up completely.
I am going to attach the simple scene and the crash log file and the text from the script editor to see if that helps.
I have to use task manager to end the Maya process.
Anyway NOT a big deal but I know how you like challenges....
Keep up the good work... I wish Octane would get you the instance version to you to crank on... but good things come to those who wait.
Peter
Here are some script window contents
LOADING PLUGIN SUCCESSFUL
updateRendererUI;
updateRendererUI;
PluginManager;
// Octane data types are registered...
// Octane nodes are registered...
// Octane settings instance is created...
// Octane settings store is registered...
// Octane camera is registered...
// Octane tool shelf commands are registered...
updateRendererUI;
// Octane UI is registered...
// Octane scene translator is registered...
// Starting Octane engine...
// Octane materials LiveDB swatches refresh started...
// Octane plugin is activated.
// ...done in 0 min. 3 sec.
Octane Live DB Tab selected:
connectAttr -f octaneGlossyMaterial1.outColor octaneGlossyMaterial1SG.surfaceShader;
// Result: Connected octaneGlossyMaterial1.outColor to octaneGlossyMaterial1SG.surfaceShader. //
sets -e -forceElement octaneGlossyMaterial1SG;
// Result: octaneGlossyMaterial1SG //
select -r pPlane1 ;
connectAttr -f octaneGlossyMaterial2.outColor octaneGlossyMaterial2SG.surfaceShader;
// Result: Connected octaneGlossyMaterial2.outColor to octaneGlossyMaterial2SG.surfaceShader. //
sets -e -forceElement octaneGlossyMaterial2SG;
// Result: octaneGlossyMaterial2SG //
IPR IN RENDER WINDOW:
// //
// Octane: starting render, frame 1... //
// Octane: Scene scale factor: 0.01 //
// 0:00 Device "1: GeForce GT 650M (compute model 3.0)" is ENABLED //
// Octane kernel set: Direct Lighting //
// 0:02 Gathering Mesh objects data... //
// 0:02 ...done, //
// 0:02 Gathering Subdiv objects data... //
// 0:02 ...done, //
// 0:02 Gathering Octane Light objects data... //
// 0:02 ...done, //
// 0:02 Octane engine: creating mesh instance... //
// 0:02 ...done //
// 0:02 Compressing mesh data... //
// mesh vertices compression thread work time: 0:00 //
// mesh normals compression thread work time: 0:00 //
// mesh UVs compression thread work time: 0:00 //
// mesh materials compression thread work time: 0:00 //
// 0:02 ...compression done, total time: 0:00 //
// //
// 0:02 Setting data to render engine... //
// ****************************** MESH DATA ****************************** //
// Number of vertices: 1564 //
// Number of normals: 1564 //
// Number of UVs: 1564 //
// Number of polygons: 401 //
// Number of vertex indices: 1564 //
// Number of normal indices: 1564 //
// Number of UV indices: 1564 //
// Number of material indices: 401 //
// 0:02 ...done in 0:00 //
// //
// Octane engine: voxelizing... //
// 0:02 ...done in 0:00 //
// 0:02 Octane mesh data is set to render engine. //
// ****************************** CAMERA ********************************* //
// Name: perspShape //
// Camera: X: 0.28, Y: 0.21, Z: 0.28 //
// Target: X: 0, Y: 0, Z: 0 //
// Up: X: -0.331295, Y: 0.883452, Z: -0.331295 //
// Film width: 35.999928, Focal length: 35, calculated FOV: 54.432125 //
// Aperture: 1 //
// Auto-focus: 0 //
// Focal depth: 1 //
// Stereo: 0 //
// Stereo distance: 0.02 //
// IMAGER: //
// Exposure: 1 //
// FStop: 1.6 //
// Iso: 100 //
// Gamma: 1 //
// Response: 0 //
// Vignetting: 0 //
// Saturation: 1 //
// Hot pixel removal: 1 //
// Premultiplied alpha: 0 //
// Min display samples: 1 //
// Dithering: 0 //
// //
// ****************************** MATERIALS ****************************** //
// Octane: Exported some Material: "lambert1" //
// Octane: Exported some Material: "particleCloud1" //
// Octane: Exported some Material: "defaultRenderLayer" //
// Octane: Exported Glossy Material: "octaneGlossyMaterial1" //
// Octane: Exported Glossy Material: "octaneGlossyMaterial2" //
// //
// 0:02 Octane materials data is set to render engine. //
// ********************** DEFAULT TEXTURE ENVIRONMENT ******************** //
// Power: 0.0 //
// Rotation: X 0.0, Y 0.0 //
// //
// 0:02 Octane engine: Target node is set... //
// 0:02 Octane: Scene export complete. //
// 0:00 Setting refresh rate to 100 ms... //
// 0:02 ...done //
NOW I WILL CLICK normal render button and expect a freeze : >)
Script editor before it locks up says
// //
// Octane starting render, frame 1... //
// Octane: Scene Scale factor 0.01 //
// 0:00 Device " 1: GeForce GT 650M (compute model 3.0)" is ENABLED
// Octane kernel set is Direct lighting //
Then she locks up.
I have found that sometimes after the lock up that the maya file will not ever open again without locking too. In other words if I save right before I click the render button and quit ... I can reopen that maya file and all the octane settings and materials are still set etc. I can move around and use the file.
This is the script editor after reopening the file that did not freeze:
file -f -o "C:/Users/peta/Desktop/JimStarrBefore_Freeze.mb";
requires "OctanePlugin" "2.58o beta";
# Octane data types are registered...
# Octane nodes are registered...
# Octane settings instance is created...
# Octane settings store is registered...
# Octane camera is registered...
# Octane tool shelf commands are registered...
updateRendererUI;
# Octane UI is registered...
# Octane scene translator is registered...
# Starting Octane engine...
# Octane materials LiveDB swatches refresh started...
# Octane plugin is activated.
# ...done in 0 min. 3 sec.
// File read in 3 seconds.
// Warning: line 114: The renderer ('base_OpenGL_Renderer') is not a registered renderer. Renderer will not be set. //
// Warning: line 304: The renderer ('base_OpenGL_Renderer') is not a registered renderer. Renderer will not be set. //
// Warning: line 494: The renderer ('base_OpenGL_Renderer') is not a registered renderer. Renderer will not be set. //
// Warning: line 684: The renderer ('base_OpenGL_Renderer') is not a registered renderer. Renderer will not be set. //
// Error: file: C:/Program Files/Autodesk/Maya2013/scripts/paintEffects/dynPaintPanel.mel line 93: No object matches name: strokeGlobals.wrapH //
// C:/Users/peta/Desktop/JimStarrBefore_Freeze.mb //
commandPort -securityWarning -name commandportDefault;
// AbcImport v1.0 using Alembic 1.0.4 (built Jan 16 2012 14:33:10)
// mental ray for Maya 2013
// Mental ray for Maya: using startup file C:/Program Files/Autodesk/Maya2013/mentalray//maya.rayrc.
// mental ray for Maya: setup
// mental ray for Maya: initialize
// mental ray for Maya: register extensions
// mental ray Node Factory: loaded
// mental ray for Maya: successfully registered
// mental ray for Maya: loading startup file: C:/Program Files/Autodesk/Maya2013/mentalray//maya.rayrc
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/abcimport.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/abcimport.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/AdskShaderSDKWrappers.mi
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/architectural.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/architectural.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/base.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/base.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/builtin_bsdf.mi
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/contour.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/contour.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/paint.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/paint.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/physics.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/physics.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/production.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/production.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/ptex.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/ptex.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/subsurface.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/subsurface.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/surfaceSampler.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/surfaceSampler.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/userdata.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/userdata.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/Maya2013/mentalray/shaders/include/useribl.mi
// loading C:/Program Files/Autodesk/Maya2013/mentalray/shaders/useribl.dll
// generating Maya nodes...
// AbcExport v1.0 using Alembic 1.0.4 (built Jan 16 2012 14:33:10)
updateRendererUI;
updateRendererUI;
If I do a save new name, hit render button... lock up... force quit with task manager then when I try and reopen that maya file most of the time it will open but if I try and launch the hypershade it will hang and lock up Maya again... after that I can never again open that file... (like it is trying to render the preview or something)
I attached the file called after freeze that did that.
Sorry for long post on essentially what is a work around because of the MAC... but the fact that it works in the stand-alone made me think you might be interested.
Good luck
Peter
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
Hi JimStar,
The octaneScatteringMedium node in Maya seems to be missing a couple of attribute pins that the standalone has. Namely the phase and emission pins. Is this due to the SDK or were they just missed?
Also the Maya node also has an attribute called priority which the standalone doesn't have on the scattering medium, it only has it on the absorption medium.
T.
The octaneScatteringMedium node in Maya seems to be missing a couple of attribute pins that the standalone has. Namely the phase and emission pins. Is this due to the SDK or were they just missed?
Also the Maya node also has an attribute called priority which the standalone doesn't have on the scattering medium, it only has it on the absorption medium.
T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
Sorry, I was far away from my working machine for these few days, in the wild Moscow city where in 4 stars hotel I had no enough 3G signal and even no Wi-Fi (for remote work).
So, I had no ability to check it all on my working machine to answer to your questions...
p3taoctane
If you do not see the Octane swatches - it is rather the problem at the "SDK - GPU drivers" level, and I will try to find the reason of such behaviour on Mac by compiling the special versions with extended verbose output to find the exact place where it "hangs". But let's do it a little later, as there is the chance that the next SDK version may fix this problem, and first you should try the plugin version compiled with the new SDK on your Mac. And it will happen a few versions later. Next version will get the fix of a few known bugs, and the Viewport 2.0 support will be finished in it. We must get the absolutely stable version for normal work before continuing to experiment with adding new features.

TBFX
I've just checked it - yes, I've done all right: the current SDK used in this plugin, has such a pins in scattering medium:
Priority
Absorption
Scattering
Scale
RayStep
A few versions later already the new SDK will be used with some sweet things added.

p3taoctane
If you do not see the Octane swatches - it is rather the problem at the "SDK - GPU drivers" level, and I will try to find the reason of such behaviour on Mac by compiling the special versions with extended verbose output to find the exact place where it "hangs". But let's do it a little later, as there is the chance that the next SDK version may fix this problem, and first you should try the plugin version compiled with the new SDK on your Mac. And it will happen a few versions later. Next version will get the fix of a few known bugs, and the Viewport 2.0 support will be finished in it. We must get the absolutely stable version for normal work before continuing to experiment with adding new features.
I already wrote about it, it should be not my progress, but the progress of Octane engine team. I should just get the SDK with CUDA 5 support to compile the CUDA 5 version of Maya plugin. I think it will happen a little later, but not now.Lerathon wrote:Any news about kepler card support ?, the cuda 5 release candidate has been live for a while, so wanted to know if you have done any progress

TBFX
I've just checked it - yes, I've done all right: the current SDK used in this plugin, has such a pins in scattering medium:
Priority
Absorption
Scattering
Scale
RayStep
A few versions later already the new SDK will be used with some sweet things added.

- p3taoctane
- Posts: 1418
- Joined: Mon Jan 25, 2010 12:53 am
sounds good jimstar.
thanks
keep up the good work mate
thanks
keep up the good work mate

Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
I've made a script to control the focus of the octane (and standard) camera in maya. Might be handy!
http://render.otoy.com/forum/viewtopic.php?f=28&t=23455
http://render.otoy.com/forum/viewtopic.php?f=28&t=23455
- doctorpangloss
- Posts: 38
- Joined: Wed Dec 15, 2010 7:56 am
Thank you for integrating the render view better.
But could we stop the rendering by hitting escape?
-Ben
But could we stop the rendering by hitting escape?
-Ben
Win7x64 | GTX 580 | Maya 2011
Yes just noticed this too. Now with no stop button on the octane shelf it appears we cannot stop a non IPR render without shutting down Maya.doctorpangloss wrote:But could we stop the rendering by hitting escape?
T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB