I too feel the same about NURBS and Smooth meshes: I just don't use them anymore... I don't even use smooth meshes in mental ray anymore, for the reasons TBFX said. OpenSubdiv would be a better option in my opinion, the code must be cleaner and it will surely render better. Anyway, octane for maya is fine for me as it is now. I am very happy with it. The sad thing is that I will be in particles and fluids projects for the major part of my time in the next months, so right now mental ray is my only option. It's fast enough, it's just that octane gives me better results every time visually speaking, it is more fun to use, and in a perfect world I'd like to render everything in one pass (fluids / maya particles along with geo). Not to mention the DOF in octane is so kickass, and fast!
But Jimstar I believe you when you say maya is full of crappy code, I never opened the hood but heard that many times before. That's why I was thinking about the Opensubdiv option... It could reflect in the render what the key 3 would show in the viewport. It would not be a 100% match but very acceptable for the gain of feature/performance. Again, I'm saying this as an outsider, because I have no knowledge of how you build code for octane - BUT, it would be (opensubdiv) a feature that could be common to all octane plugins.
JMfowler, have you checked for lamina faces and faces with more than 4 edges? If you have Element3D for After effects, you could export an obj of your object and check it in Element, if you have any kind of geometry problem Element will render the faces invisible: then you are sure it is a modelling problem.
OctaneRender® for Maya® beta 3.03g [OBSOLETE]
Moderator: JimStar
RickToxik wrote:
JMfowler, have you checked for lamina faces and faces with more than 4 edges? If you have Element3D for After effects, you could export an obj of your object and check it in Element, if you have any kind of geometry problem Element will render the faces invisible: then you are sure it is a modelling problem.
yeah - triangulated etc, its because the geometry is too far away from the origin so octane runs out of precision because its limited to about '7? numbers. It affects objects with small faces that are far away from the origin - I didn't think I was that far - but as soon as I place it towards the origin the problem goes away, once at the origin its fine. My scene scale is correct too.
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
Can you please look at Octane verbose log (when you choose the second device only), and post here, what Octane says when you start the render? In the beginning of log you should see such a lines (e.g.):magicU wrote:Hi Jimstar, I noticed recently that the Maya plugin seems to ignore which GPU I choose to render on - I have two GTX670s and no matter which box I tick it always renders using the first one (if I only choose one, that is). The standalone renderer doesn't seem to have this issue.
Code: Select all
...
0:00 Device "1: GeForce GTX 670 (compute model 3.0)" is DISABLED
0:00 Device "2: GeForce GTX 670 (compute model 3.0)" is ENABLED
...
Hi Jimstar - the problem I'm having only seems to affect batchrenders - clicking the render frame button kicks out the correct verbose display (exactly as you posted) and renders out using the correct GPU..
any ideas?
EDIT - I just tried a command line batch render and the verbose reports
0:00 Device "1: GeForce GTX 670 (compute model 3.0)" is ENABLED
0:00 Device "2: GeForce GTX 670 (compute model 3.0)" is DISABLED
despite choosing the device 2 as the enabled unit...again, if i select both GPUs it works fine.. is there some sort of override flag I could use?
any ideas?
EDIT - I just tried a command line batch render and the verbose reports
0:00 Device "1: GeForce GTX 670 (compute model 3.0)" is ENABLED
0:00 Device "2: GeForce GTX 670 (compute model 3.0)" is DISABLED
despite choosing the device 2 as the enabled unit...again, if i select both GPUs it works fine.. is there some sort of override flag I could use?
2x GTX670
I've tried batch rendering via Maya menu - where I get no verbose message (I only get the display when clicking render frame)
and I've also tried via command line where I've just put render.exe filename.ma into a batch file(where I expect it to correctly use my saved render globals)
Both result in octane using GPU 1 and ignoring my choice!
I haven't used the gpu1/gpu2 switches - how do I go about using them? Is there a list of switches available? I didn't notice them mentioned in the manual
thanks
and I've also tried via command line where I've just put render.exe filename.ma into a batch file(where I expect it to correctly use my saved render globals)
Both result in octane using GPU 1 and ignoring my choice!
I haven't used the gpu1/gpu2 switches - how do I go about using them? Is there a list of switches available? I didn't notice them mentioned in the manual
thanks
2x GTX670
This all sounds like my issue with GPU selection in the Maya interface. For me the first time I choose my GPU's in the render globals (usually 2, 3 and 4 that is what Octane will use to render however once I save the scene and re-open it, it will always use 1 and two of the others even though the render globals still show 2, 3 and 4 ticked. If I un tick them all and reselect them it will come right. In a batch Octane will also pick the wrong ones unless I use the gpu flags in the command line, these work well.magicU wrote:I've tried batch rendering via Maya menu - where I get no verbose message (I only get the display when clicking render frame)and I've also tried via command line where I've just put render.exe filename.ma into a batch file(where I expect it to correctly use my saved render globals)Both result in octane using GPU 1 and ignoring my choice!I haven't used the gpu1/gpu2 switches - how do I go about using them? Is there a list of switches available? I didn't notice them mentioned in the manualthanks
The other odd thing is that Octane maps my GPU's differently to EVGA precision. The mapping is as follows.
EVGA--------Octane
1-------------1
2-------------3
3-------------2
4-------------4
T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
Thank you! I'm searching the reason...
magicU
You can use the standard "-help" switch of "render" command:
magicU
You can use the standard "-help" switch of "render" command:
Code: Select all
render -r octane -help
Hi,
I have bought the Maya plugin. But in my download account I can only download the version 2.58q, and here is the 3.03g version of the plugin
Which is correct and the last version?
Thanks and sorry my english!
I have bought the Maya plugin. But in my download account I can only download the version 2.58q, and here is the 3.03g version of the plugin

Which is correct and the last version?

Thanks and sorry my english!

Marco Antonio Delgado
pixeltale studio
Render out!
Spain
pixeltale studio
Render out!
Spain
2.58q is last stable version, which uses an old Octane engine. You can download this one (it is newer and has newer engine with instances support). Or you may wait a few hours and download the next one.madelgado wrote:Hi,
I have bought the Maya plugin. But in my download account I can only download the version 2.58q, and here is the 3.03g version of the plugin![]()
Which is correct and the last version?![]()
Thanks and sorry my english!
