OctaneRender® for Maya® beta 3.0b [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

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JimStar
OctaneRender Team
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Refractive Software®/Otoy® is proud to announce the availability of a new version of OctaneRender™ for Maya®
The world's fastest and most feature-rich unbiased render engine that integrates completely into Autodesk® Maya®.


Maya® Version Requirements

This release will work with Maya® Versions 2011, 2012 and 2013 / 32-bit & 64-bit on MS Windows operating systems.

Notes regarding features/functionality

OctaneRender™ for Maya® implements almost full functionality of OctaneRender™ standalone inside Maya®. Materials from the Live DB are currently not available.

COMPATIBILITY AND OCTANERENDER STANDALONE REQUIREMENT

To run OctaneRender™ for Maya®, you need to also have an activated OctaneRender™ Standalone copy activated on the machine you wish to install the plugin onto.
You cannot purchase and use only the Maya plugin and use it without also owning an activated copy of OctaneRender™ Standalone on your machine
.


HOW TO PURCHASE LICENSES

Go to our online shop here: http://www.refractivesoftware.com/shop/

If you do not own an OctaneRender™ Standalone Edition License yet:
You can purchase both the OctaneRender™ Standalone Edition and the OctaneRender™ for Maya® Edition as a reduced price bundle, purchase the bundle priced at 179€

If you already own one or more OctaneRender™ Standalone Edition licenses you want to pair the plugin with:
Purchase an "OctaneRender™ for Maya® Beta License" priced at 99€

You can also purchase a 3, 5 or 10 pack of OctaneRender™ for Maya® licenses,
just like OctaneRender™ Standalone Edition packs.


OCTANELIVE

Just like OctaneRender™ Standalone, the Maya® plugin product also needs an additional OctaneLive license and be activated on a machine.
This has to be done in the plugin interface panel in Maya, and is covered in the included PDF manual.
It can only be done after an OctaneRender™ Standalone license is already activated on the machine in question.


BUG FIXES SINCE LAST RELEASE:
  • Fixed some image types lack when browsing the image to the "File" attribute of image textures.
  • Added "avoid infinite loop" processing to the Virtual material chains.
  • Improved particles lifetime shading tracking, local particle ID is now used instead of rgbPP. It is not unique ID, but it works OK for this purpose, so now you don't need to set the rgbPP attribute. All particle shading effects which you want will be better to achieve through "Virtual material" settings, ask me if you want some specific particles shading effects...
  • Thanks to the previous rework - "Round-robin" algorythm of "Virtual material" now works more obvious.
  • Fixed the bug that crashed the render if some objects with wrong UVs are present (Q-Games reported).
  • Added new "camera response" presets.
  • Fixed Viewport 2.0 bug (some materials did not rendered in Viewport 2.0).
NEW FEATURES SINCE LAST RELEASE:
  • Added "Virtual material weight" setting (in "times to repeat this material") to virtual material settings.
  • Added "Non-permanent object material" checkbox to virtual material settings. It will set the object's (to which this virtual material is set) shading as "volatile", object will have distinct colors from render to render and from frame to frame...
KNOWN ISSUES IN THIS VERSION:
  • The meshes collapse is not optimized so far, so the render speed may be slower than in 2.58 branch.
  • Strange normals issue when rotating objects connected to non-smoothed materials still exists...
  • Multithreaded voxelizing is still disabled...;)
  • It is the "quick fix" release of very test version, so write here please about all strange things that you encounter...

DOWNLOAD

Next version HERE.


Yours,
The OctaneRender™ Team.
Last edited by JimStar on Sun Oct 07, 2012 6:29 pm, edited 1 time in total.
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JimStar
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I will repeat here this post from previous version thread, as this issue is still unclear...
Q-Games wrote:Great! The specular material now works and the weird normal problem is gone! :)
The emissive material refresh problem is still there (set an emissive material, save the scene, reload the scene -> the emission becomes very low until you touch any of the emission slider and it goes back to the saved intensity)
Also the material preview sphere in the upper corner of the material panel still not there (sometimes it appears, but then it disappears again)
Can't reporduce it...
Can you give some detailed step-by-step description to get this happen, or just the scene?..
RickToxik
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Location: Canada

Thanks Jimstar,

your good work is always appreciated. I'll try to find some time in the next few days to put octane to work - I'm stucked in a fluids project! :lol:
nedan
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I wait for the Kepler version more than everything... When will happen?
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JimStar
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nedan wrote:I wait for the Kepler version more than everything... When will happen?
http://render.otoy.com/forum/viewtopic.php?p=104996#p104996
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TBFX
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Location: Wellington, New Zealand

JimStar wrote:I will repeat here this post from previous version thread, as this issue is still unclear...Q-Games wrote:Great! The specular material now works and the weird normal problem is gone! The emissive material refresh problem is still there (set an emissive material, save the scene, reload the scene -> the emission becomes very low until you touch any of the emission slider and it goes back to the saved intensity)Also the material preview sphere in the upper corner of the material panel still not there (sometimes it appears, but then it disappears again)Can't reporduce it...Can you give some detailed step-by-step description to get this happen, or just the scene?..
I also have this issue, here is a scene. Just open it and start an IPR render, it should render quite dark, then adjust a setting on the light, even something that doesn't affect intensity like sample rate and the light will snap back to the correct intensity, but if you restart the IPR render it will go dark again until you update something on the light. That is the behaviour I get on my system anyway.

T.
lightBugScene.zip
(9.96 KiB) Downloaded 295 times
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
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JimStar
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TBFX wrote:I also have this issue, here is a scene. Just open it and start an IPR render, it should render quite dark, then adjust a setting on the light, even something that doesn't affect intensity like sample rate and the light will snap back to the correct intensity, but if you restart the IPR render it will go dark again until you update something on the light. That is the behaviour I get on my system anyway.

T.
Thank you!
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Q-Games
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JimStar wrote: [*] Fixed the bug that crashed the render if some objects with wrong UVs are present (Q-Games reported).
[*] Added new "camera response" presets.
Great! I'm gonna try it out now! :)
Last edited by Q-Games on Fri Oct 05, 2012 9:11 am, edited 2 times in total.
Intel Core i7-2600 CPU @ 3.40GHz | RAM 16GB DDR3 | GeForce GTX 480 Core 405 MHz | Win7 64bit Jap
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Q-Games
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JimStar wrote:I will repeat here this post from previous version thread, as this issue is still unclear...
Can't reporduce it...
Can you give some detailed step-by-step description to get this happen, or just the scene?..
I've set up a simple test scene, one of the material is diffuse/emissive (see sample2.jpg).
When I re-open the scene and hit render, the intensity of the emissive material is very low (see sample1.jpg)
As soon as I touch any of the emissive parameters, the material goes back to it's original intensity. It looks like a refresh settings problem. ;)
Attachments
sample2.jpg
sample1.jpg
Intel Core i7-2600 CPU @ 3.40GHz | RAM 16GB DDR3 | GeForce GTX 480 Core 405 MHz | Win7 64bit Jap
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Q-Games
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Question for JimStar regarding the future of the plugin: I saw on the Octane blog a video of the plugin for 3DS Max rendering an animation in real-time, which is quite impressive. Can we expect to have the same performance on the future releases of the Maya plugin, or it's something we cannot hope for? :?
The possibility to move/scale/rotate interactively the objects in the viewport, without having to press the refresh button would help as well. ;)
Intel Core i7-2600 CPU @ 3.40GHz | RAM 16GB DDR3 | GeForce GTX 480 Core 405 MHz | Win7 64bit Jap
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