OctaneRender® for Maya® 1.55 - 3.4 Win [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

User avatar
JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

This is the test release

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 2013, 2013.5 / 32-bit & 64-bit, 2014 64-bit and 2015 64-bit on MS Windows operating systems.

Notes regarding features/functionality

OctaneRender™ for Maya® implements almost full functionality of OctaneRender™ standalone inside Maya®.

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://render.otoy.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 359€

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 199€

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.


CHANGES AND FIXES SINCE LAST RELEASE:
  • Fixed bug sometimes caused garbage in some of saved images.
  • Minor fixes and improvements...

DOWNLOAD

OctaneRender for Maya 1.55 - 3.4 (28.8MB autoinstaller file)
OctaneRender for Maya 1.55 - 3.4 Demo (26.6MB autoinstaller file)


Yours,
The OctaneRender™ Team.
Vyoor
Licensed Customer
Posts: 67
Joined: Fri Jul 12, 2013 8:18 pm

Thank you for next relase!

I found some issues with shader conversions.

Bumps/normalmaps are ommited,
After conversion from blinn material duplicated diffuse file node is connected to specular slot, even if another texture is present on the specular in original shader.

Cheers!
i7, 4x GTX 780, Maya.
solomon
Licensed Customer
Posts: 343
Joined: Tue Mar 19, 2013 2:04 pm
Location: USA
Contact:

camera focus is not working ~ even with a high aperture
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
solomon
Licensed Customer
Posts: 343
Joined: Tue Mar 19, 2013 2:04 pm
Location: USA
Contact:

also when you create a new camera, the IPR does not update to reflect the resolution gate of that camera ~ I created a new camera with an aim, but when I crank up the aperture, the background stays in focus even when I turn off Auto Focus ~ so autofocus is buggy in this build
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
User avatar
Slimshader
Licensed Customer
Posts: 92
Joined: Fri Sep 03, 2010 2:17 am
Location: Canada

What is the workflow for converting shaders?
I haven't successfully converted a shader with any connections to it so far.

edit: oh ok just works only as long as there aren't any nodes between the shader and the texture....very nice feature. :)
Last edited by Slimshader on Fri Jun 13, 2014 4:14 am, edited 2 times in total.
User avatar
JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

solomon wrote:camera focus is not working ~ even with a high aperture
Can't reproduce...
0.png
1.png
2.png
solomon
Licensed Customer
Posts: 343
Joined: Tue Mar 19, 2013 2:04 pm
Location: USA
Contact:

JimStar wrote:
solomon wrote:camera focus is not working ~ even with a high aperture
Can't reproduce...
0.png
1.png
2.png
hi JimStar, trying creating a New camera, and use that for IPR
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
User avatar
JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

solomon wrote:hi JimStar, trying creating a New camera, and use that for IPR
It seems you just start the IPR session with default perspective camera instead of with just created camera... As all is still OK on my side, even with just created new camera...
1.png
solomon
Licensed Customer
Posts: 343
Joined: Tue Mar 19, 2013 2:04 pm
Location: USA
Contact:

JimStar wrote:
solomon wrote:hi JimStar, trying creating a New camera, and use that for IPR
It seems you just start the IPR session with default perspective camera instead of with just created camera... As all is still OK on my side, even with just created new camera...
1.png
is auto focus working on your end even with a new camera created?
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
abeoctane
Licensed Customer
Posts: 168
Joined: Thu May 01, 2014 5:44 am

I don´t know if this is a bug or not but octane in maya don´t render subdivided polygons (when you press 3 on your keyborad), you have to apply a smooth operator to render them in high quality, and this is very bad because the scenes became very heavy and slow, is there a work around to tell octane to subdivide polygons at render time?
Post Reply

Return to “Autodesk Maya”