OctaneRender® for Maya® 2.10 - 5.2 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:
  • Fixed "samples per second" info not updating in IPR mode.
  • Internal motion blur loads several frames into the engine when needed. All shutter settings are now in motion blur section.
  • Minor improvements.

DOWNLOAD

OctaneRender for Maya 2.10 - 5.2 (31.5MB autoinstaller file)
OctaneRender for Maya 2.10 - 5.2 Demo (29.8MB autoinstaller file)

Yours,
The OctaneRender™ Team.
solomon
Licensed Customer
Posts: 343
Joined: Tue Mar 19, 2013 2:04 pm
Location: USA
Contact:

Thanks Jimstar, runs off to test :)
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
prodviz
Licensed Customer
Posts: 543
Joined: Sun Jul 14, 2013 6:00 pm

Cool, cheers.
solomon
Licensed Customer
Posts: 343
Joined: Tue Mar 19, 2013 2:04 pm
Location: USA
Contact:

Hi Jimstar, some feed back after testing 5.2 ~ when I create new scenes, batch rendering works fine, but when I try to batch render scenes created with previous builds, the batch render just sits there .. saying Batch Rendering with Octane.. but nothing renders out...

I have also noticed a flickering of the IPR when transforming the camera, and sometimes, the flickering stops the IPR from refreshing, until I do a small camera rotation..

something happened to the AO settings as well, anything above 3, results in a steep darkening of the scene as if it were set at say 20, the falloff in values is not gradual.. in 1.5 all this used to work fine, but ever since I upgraded to 2.0... I have noticed it getting worse.. and in this build its no different

some Octane Materials are still failing to be recognized as Octane materials, when I open older scenes..

is anybody else experiencing the above problems, or is it just me?
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
abstractmedia
Licensed Customer
Posts: 71
Joined: Sat Jul 13, 2013 6:12 pm

Woot, Digging the improvements, Keep it up!
alexliuzinan
Licensed Customer
Posts: 15
Joined: Tue Sep 10, 2013 5:34 am

when i try to plug materials to a mix material in the attribute editor, maya will display "// Error: line 0: The attribute 'octaneGlossyMaterial3.outColor' cannot be connected to 'octaneMixMaterial1.Material1'." it works fine if i go into the hypershade and connect the materials manually. is anyone else having this issue?
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TBFX
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Location: Wellington, New Zealand

alexliuzinan wrote:when i try to plug materials to a mix material in the attribute editor, maya will display "// Error: line 0: The attribute 'octaneGlossyMaterial3.outColor' cannot be connected to 'octaneMixMaterial1.Material1'." it works fine if i go into the hypershade and connect the materials manually. is anyone else having this issue?
Have you tried connecting the .outMaterial instead of the .outColor?

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

Hi JimStar,

Finally got the chance to test the latest version. Motion blur seems to be working well now apart from deformation blur which doesn't seem to work. File attached. I haven't had time to do more extensive testing.

T.
Attachments
internalMB_test_02.zip
(30.08 KiB) Downloaded 195 times
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
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JimStar
OctaneRender Team
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Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

TBFX
Thank you for report, I will check it.
alexliuzinan
Licensed Customer
Posts: 15
Joined: Tue Sep 10, 2013 5:34 am

TBFX wrote:
alexliuzinan wrote:when i try to plug materials to a mix material in the attribute editor, maya will display "// Error: line 0: The attribute 'octaneGlossyMaterial3.outColor' cannot be connected to 'octaneMixMaterial1.Material1'." it works fine if i go into the hypershade and connect the materials manually. is anyone else having this issue?
Have you tried connecting the .outMaterial instead of the .outColor?

T.

Thanks for the reply,i'm using Maya 2015 and everything works fine if i work in the hypershade, but i was more used to connect nodes simply by clicking on the little checker button under the attribute editor. it worked fine in the previous versions, but the new version seems to connect the mix material with the .outColor of material1 instead of the .outMaterial. its a super minor issue, i can work around it, but it would be cool if it can be fixed. could you by any chance try it on your computer and see if the same thing happens? im not sure if its a bug or just something's wrong with my system.

Thanks again :)
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