OctaneRender® for Maya® 2.03 - 4.4 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:
  • Hair now can be fine-tuned for animation. New "Geometry type" attribute in hair geometry node.
  • Gradient texture node implemented.

DOWNLOAD

OctaneRender for Maya 2.03 - 4.4 (30.4MB autoinstaller file)
OctaneRender for Maya 2.03 - 4.4 Demo (28.6MB autoinstaller file)


Yours,
The OctaneRender™ Team.
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TBFX
Licensed Customer
Posts: 501
Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

Thanks JimStar,

I'll check this out later today. Just MB to go as far as v2 features are concerned and so far v2 releases have been very stable and don't seem to have broken anything else either.:D

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
prodviz
Licensed Customer
Posts: 543
Joined: Sun Jul 14, 2013 6:00 pm

Awesome stuff, cheers Jim.
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TBFX
Licensed Customer
Posts: 501
Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

Hi JimStar,

These last two features seem to work fine.
The gradient is a little restricted, compared to the version that is in the standalone, having only a start and end value. Do you plan to expand it so that we can add and position more values within the gradient and is it possible to use some of maya's UI ramp widgets that allow easy control of gradients?

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

Perhaps in future versions..;)
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TBFX
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Location: Wellington, New Zealand

JimStar wrote:Perhaps in future versions..;)
Awesome!

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
hilum
Licensed Customer
Posts: 4
Joined: Sat Sep 14, 2013 10:35 pm

Hello!
This is fantastic. I've Been using Octane for Maya for about a year now, and the improvements in this version have been a dream come true. Displacement / hair / motion blur are all working great! So far I've only encountered two bugs that I'd like to report - if there is another place I should be reporting them, please let me know.

First, I've been experiencing some peculiar behavior when trying to use network paths for textures. Octane 1.0 didn't seem to mind when I'd ask for a texture located at "//compy2/d/textures" etc. Octane 2.0 returns a grey value. So for the moment I use local copies of all my textures.

Second, when working with the sun/sky environment node, I'm no longer able to rotate the background image in X or Y, but I can rotate to my heart's content in Z. I've tried every transform node available, but it's the same in all of them - X and Y values are ignored, but Z works fine.

I think I should also mention that I'm working in Maya 2013, so it may be an issue with this particular version of Maya. I've encountered this on two machines, both running the maya 2013 and using octane for maya 2.03 - 4.4

And that's it! Not the biggest issues but I thought I'd report them and see if anyone else is seeing the same things. Great software, happy to be a user.
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wzxOctane
Licensed Customer
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Joined: Sat Jul 26, 2014 4:35 pm

First of all just a big thanks for the team (or the guy) behind the translation of Octane on Maya. It was such a great job and I just bought Octane for that.
As I'm curious I launch out to ask the question of what are the functions provided next on the list? :roll:


I confirm that I have the same problems as Hilum to manage the rotation of HDRI after using a transform node. But I found a "trick" that seem to work for me :

On your octaneImageTexture plug a octaneFullTransform then enter "1" on Rotation.Z. After that you can use the translate.Y as Rotation.Y.
It's seem that have an error between rotation and translate. Usually on Maya there are list in the order : translate/rotation/scale.
Image
prodviz
Licensed Customer
Posts: 543
Joined: Sun Jul 14, 2013 6:00 pm

I've been using the first box of the Translation, to rotate the HDR around the Y axis.

Not sure it this is correct, but seems to work ok.
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TBFX
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Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

prodviz wrote:I've been using the first box of the Translation, to rotate the HDR around the Y axis.

Not sure it this is correct, but seems to work ok.
Yes, that is the easiest solution. Think of it this way, when you map a texture to the environment it is automatically mapped to a virtual sphere encompassing the scene, a sphere we cannot rotate, therefore if all you need to do is "rotate" it around the y axis then just attach a OctaneTransform 2D node to the texture and transform it in the x direction to move the image around the virtual sphere. If you need to rotate the image in more than the y axis then you need to attach an OctaneSphericalProjection node to the image and then attach an OctaneRotationTransform to the spherical projection node, you can then rotate the spherical projection in any axis to your hearts content. You can of course use a full transform node for either of these setups as well, it just isn't needed.

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
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