OctaneRender® for Maya® 2.03 - 4.3 Win [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

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JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

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 459€

If you already own one or more OctaneRender™ Standalone Edition licenses you want to pair the plugin with:
Purchase an "OctaneRender™ for Maya® 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:
  • New 2.03 engine.
  • Hair system material settings are reworked. Now you can set any own-made materials to groups of hair strands (new "Octane Hair material" rollout in transform node). You can connect "hairColorConnect" attribute between transform and any Octane image textures connected to this material - and material pins which these textures are connected to will receive the dynamic colors generated by Maya's hair system. Special thanks to TBFX for discussion and the scene.
  • Fixed Octane scene export bug.
1.jpg
1.png

DOWNLOAD

OctaneRender for Maya 2.03 - 4.3 (30.3MB autoinstaller file)
OctaneRender for Maya 2.03 - 4.3 Demo (28.6MB autoinstaller file)


Yours,
The OctaneRender™ Team.
ypolyz
Licensed Customer
Posts: 21
Joined: Thu Apr 05, 2012 2:09 pm

thanks JimStar and TBFX
prodviz
Licensed Customer
Posts: 543
Joined: Sun Jul 14, 2013 6:00 pm

Cheers Jim and TBFX. Awesome.

Nice red perm ;)
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TBFX
Licensed Customer
Posts: 501
Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

Thanks JimStar,

I'm laid low with a virus right now (not the computer variety) so will test this out in the next day or two.

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
p3taoctane
Licensed Customer
Posts: 1418
Joined: Mon Jan 25, 2010 12:53 am

I do not seem to be able to find the setting for camera blur... did I imagine that in an earlier version?

If nothing is moving in the scene besides the camera... by selecting motion blur in the octane settings... does that essentially provide some camera blur in rendering.

Sometimes a little camera blur can make a zoom in a lot smoother on the eyes.

Thanks
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
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TBFX
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Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

p3taoctane wrote:I do not seem to be able to find the setting for camera blur... did I imagine that in an earlier version?

If nothing is moving in the scene besides the camera... by selecting motion blur in the octane settings... does that essentially provide some camera blur in rendering.

Sometimes a little camera blur can make a zoom in a lot smoother on the eyes.

Thanks
JimStar has not yet implemented the built in MB from v2 neither camera nor object/vertex. I'm sure he is working on this and it will be there soon. The MB that exists now is the multi pass MB he implemented some time ago and will not show up in an interactive render but will work in a batch rendered animation.

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
p3taoctane
Licensed Customer
Posts: 1418
Joined: Mon Jan 25, 2010 12:53 am

Got it thanks mate.
Hope you are felling better from that darn flu

Peter
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
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TBFX
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Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

p3taoctane wrote: Hope you are felling better from that darn flu

Peter
Thanks mate. Feeling much better today.

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
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TBFX
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Posts: 501
Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

Hi JimStar,

The hair shading all seems to work great, thank you. I do think the setup is a little unintuitive so I think really good documentation on how to wire up the 'HairColorConnect' attributes will go a long way to avoid many forum questions on this in the future.

When I saw that the hair color connect needed to be piped through an empty octane image texture node I decided to try disconnecting the hair color and putting image textures in there to see how it would map to the hair strands, it worked really well for random esque colour variation and I think could be a very valid way to more precisely control the colours in the colour variation rather than the hue shift in PFX. Of course this possibly being a bit of a kludge I'd be interested to know how the image texture is getting sampled for applying to the hair strands.

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
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JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Next version HERE.
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