ah - that works. thanks - so dual GPUs on Mac with script works.face wrote:with spaces between...
face
Beta 2.2 RC1: Maya exporter plugin (unofficial)
Moderator: JimStar
You´re not wrong, looks in XSI just like yours.serbos wrote:Hi Bazuka,
Here's a zip file (see attachment) with a Maya scene and an Octane scene generated from it.
I rendered an image from both programs and made a multi-layered tiff from the result. If you zoom in and toggle the top layer (or do a diff) you can see that they are off by a couple of pixels. Please let me know your thoughts. Are other programs having the same issue? XSI? Blender? Or am I doing something wrong?
Thank you.
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
Hi, (see attached image for problem)
when i click the button "use existing project" it gives an error message but still proceeds to let me pick a file, unfortunately when i go to render the file in Octane i get another error message and it breaks the automatic procedure - it still seems to all be there when i manually click the obj.
If I use the plugin without loading a modified file, everything works fine.
im using maya 2010 64bit, 8800gt, vista 64. and im using maya2octane_beta2e.zip ( the 2011 version doesn't work at all for me)
I have the mayato Octane pluggin installed correctly and everything seems to work fine except -when i click the button "use existing project" it gives an error message but still proceeds to let me pick a file, unfortunately when i go to render the file in Octane i get another error message and it breaks the automatic procedure - it still seems to all be there when i manually click the obj.
If I use the plugin without loading a modified file, everything works fine.
im using maya 2010 64bit, 8800gt, vista 64. and im using maya2octane_beta2e.zip ( the 2011 version doesn't work at all for me)
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
yeah i notice that too, but i think its maybe the probl with new ver of octane, coz i dont remember i had that probl with previous build and i didnt touch that part of the code in script only some camera and gpu things...
ill check soon as i get home, ill check the Use existing project too, i test it on 2009 dont have 2010... (will fix it)
2011 ver is only for maya 2011
ill check soon as i get home, ill check the Use existing project too, i test it on 2009 dont have 2010... (will fix it)
2011 ver is only for maya 2011

Maya 2009 x64 & Maya 2011 x64
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
1. One thing I noticed when trying out Maya2Export, is that is does not yet support animated Focal Length in Maya.
I was wondering if that's something that we need support from Octane Render,
or it is something achievable updating the plugin?
2. The other issue would be the native measurement translation (i.e. translating centimeter from Maya to meter in Octane),
is there a time frame that could be expected to be achieved?
3. This is probably bit too early to ask, but just out of curiosity and to expect the possible solution.
The other thing would be support of positioning emitter, I am not sure if that's been discussed yet. but is there a plan
or been in the plan to support animating the position of the emitter by placing an area light in maya, then based on the
position of the area in maya, Octane can create the emitter in the same position, or even with animated movement information.
Thanks
I was wondering if that's something that we need support from Octane Render,
or it is something achievable updating the plugin?
2. The other issue would be the native measurement translation (i.e. translating centimeter from Maya to meter in Octane),
is there a time frame that could be expected to be achieved?
3. This is probably bit too early to ask, but just out of curiosity and to expect the possible solution.
The other thing would be support of positioning emitter, I am not sure if that's been discussed yet. but is there a plan
or been in the plan to support animating the position of the emitter by placing an area light in maya, then based on the
position of the area in maya, Octane can create the emitter in the same position, or even with animated movement information.
Thanks
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480

1. yes ur right, ill try to solve that in next few days (maybe even tonight

2. native measurement translation is ready, but i have some strange probl ill post some images in next few min so u can see...
3. well i dont know about that one, u have to ask dev department, coz as far as i know there is no light emiter only sun light
cheers
Maya 2009 x64 & Maya 2011 x64
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
I mean, that i have read in the forum, those is a known bug in Octane.
face
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578