OctaneRender® for Maya® beta 2.58j [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

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nick
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how do i get the correct scale in the plugin ? I have never got the reflection to work when i add any amount of roughness. i thought someone mentioned matching scale is the answer which i don't understand (or care) what that even means. my grid is centimeters if that is relevant.
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Slimshader
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nick wrote:how do i get the correct scale in the plugin ? I have never got the reflection to work when i add any amount of roughness. i thought someone mentioned matching scale is the answer which i don't understand (or care) what that even means. my grid is centimeters if that is relevant.
Hey Nick, I don't think the scene scale is the issue.
It's probably because of the lack of precision in Maya's attribute editor. It only has only 3 places after the decimal per attribute while in Octane there are 7 or so.

So for example in Octane for Maya if you slightly nudge the roughness slider it goes from 0 to 0.030, which is already too high a setting and your reflections become too soft.
In Octane by default, the roughness slider is more precise. You can easily set it to 0.0000095 or something like that.

So as far as I know in Maya, without coding, you can only get more precision for tweaking shaders if you use the channel box.
In the channel box's menu, under edit >settings> precision you can change it to something larger.
You only need to do that once.
Then if you're going to use the slider, set it to slow and check hyperbolic.

The thing with the roughness attributes in the plugin is that they're not keyable attributes so they won't show up in the channel box (or channel control) so you have to add an octaneFloatTexture to the roughness first and fine tune that value in the channel box.


Hope that makes sense.

JimStar: Hey, is there a way to code the plugin so that we can get more precision in the attribute editor for the roughness or a way so that the attribute is visible in the channel box / channel control?
Attachments
octaneFloatTexture piped into the octaneGlossyMaterial's roughness
octaneFloatTexture piped into the octaneGlossyMaterial's roughness
octaneFloatTexture.jpg (24.99 KiB) Viewed 3371 times
Change Precision
Change Precision
Change Precision.jpg (31.24 KiB) Viewed 3371 times
Channel box settings
Channel box settings
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JimStar
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Slimshader wrote:JimStar: Hey, is there a way to code the plugin so that we can get more precision in the attribute editor for the roughness or a way so that the attribute is visible in the channel box / channel control?
It's my fault, just forgot about precision when added the ability to have default "in place" editable values of not-connected complex attributes... I will raise in next version the precision of default (not connected) Roughness Float Texture Node, to make it the same as in standalone default Roughness value (7 digits after point). And I think it is needed to raise the visible precision of the value in FloatTexture Node itself too - I will raise it to 7 digits I think (in standalone it is 3 digits, but it is not so logical when FloatTexture is connected to the Roughness attribute :?)...
tchoa
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JimStar wrote:It's my fault, just forgot about precision when added the ability to have default "in place" editable values of not-connected complex attributes... I will raise in next version the precision of default (not connected) Roughness Float Texture Node, to make it the same as in standalone default Roughness value (7 digits after point). And I think it is needed to raise the visible precision of the value in FloatTexture Node itself too - I will raise it to 7 digits I think (in standalone it is 3 digits, but it is not so logical when FloatTexture is connected to the Roughness attribute )...
Yes!
Slimshader wrote:Hey, is there a way to code the plugin so that we can get more precision in the attribute editor for the roughness or a way so that the attribute is visible in the channel box / channel control?
That's because some attributes can't simply be keyable, mainly because they are "not a simple numeric attribute". For visual effects almost all attributes should be keyable, connectable... But atm you always can use and connect simple octane's nodes, e.g the octaneFloatTexture node and key its value or control it with an expression, etc...

F
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JimStar
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Next version HERE.
enzyme
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Maya Plugin Activation is not so intuitive, I kept getting this error when turning on the plugin:
// Error: Error activate Octane engine: No credentials given.
CPU : Intel(R) Core(TM) i7 CPU at 2.67GHz 2.79GHz 6GB of RAM - Windows XP Pro 64 bits. Internal Graphic card : Quadro FX4600.
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