Hi guys,
As some of you know i'm sick and haven't been around, so i've hundreds of posts to read.
Any particular well documented / reproducable bugs -> make a new thread and send me a PM.
Thnx,
Radiance
Beta 2.2 RC1: Maya exporter plugin (unofficial)
Moderator: JimStar
@cgbeige
hm, ill could look around and check for rls command, its kind of stupid coz i dont have that probl in win, dont know why maya locks while u render with octane...
cheers
hm, ill could look around and check for rls command, its kind of stupid coz i dont have that probl in win, dont know why maya locks while u render with octane...
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
found something 
Special Notes: To run a command in the background on Linux, you must redirect its output. e.g.:
system("sleep 10 >/dev/null 2>&1 &");
i think its the same thing for osx, can u try?

Special Notes: To run a command in the background on Linux, you must redirect its output. e.g.:
system("sleep 10 >/dev/null 2>&1 &");
i think its the same thing for osx, can u try?
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
Can anyone render a animation without that Octane crashed?
When i render, Octane crashed about 3-5 times per 100 frames.
I ask, while i know if my plugin work correct or not.
The issue is, when you render a simulaton, the frames are not equal while the result of the simulation is ever a little bit different.
So that you can´t render a failed frame again.
face
When i render, Octane crashed about 3-5 times per 100 frames.
I ask, while i know if my plugin work correct or not.
The issue is, when you render a simulaton, the frames are not equal while the result of the simulation is ever a little bit different.
So that you can´t render a failed frame again.
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 face,
well i must confirm that ur right, i get crash from time to time when i try to render anim, but in my script i add a small check line so, when u get a crash from octane and u "dont know" what frames are finished all u have to do is hit rende anim again and script will skip all existing frames and start to render only missing one
cheers
well i must confirm that ur right, i get crash from time to time when i try to render anim, but in my script i add a small check line so, when u get a crash from octane and u "dont know" what frames are finished all u have to do is hit rende anim again and script will skip all existing frames and start to render only missing one

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 have the same workflowbazuka wrote:hi face,
well i must confirm that ur right, i get crash from time to time when i try to render anim, but in my script i add a small check line so, when u get a crash from octane and u "dont know" what frames are finished all u have to do is hit rende anim again and script will skip all existing frames and start to render only missing one
cheers

But for simulation it doesn´t works.
Every simulation is a little bit different.
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
Have found a solution.
Add a delay from 500-1000ms after you think octane has finished.
That should be work...
face
Add a delay from 500-1000ms after you think octane has finished.
That should be work...
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
ya, that works. If I alter the system cmdLine to add that, Maya is usable while Octane renders:bazuka wrote:found something
Special Notes: To run a command in the background on Linux, you must redirect its output. e.g.:
system("sleep 10 >/dev/null 2>&1 &");
i think its the same thing for osx, can u try?
Code: Select all
system($winCmd + $cmdLine + "&");
- KillerBean
- Posts: 14
- Joined: Sun Feb 07, 2010 6:43 pm
- Location: USA
- Contact:
Thanks bazuka for the great maya2octane plugin!
I have a couple questions. I'm re-rendering part of my Killer Bean Forever using your plugin. The anim can be found here:
http://www.refractivesoftware.com/forum ... f=6&t=2329
Results are great, but I have a few questions. One of them is DOF. I'm trying to control the DOF from maya. I have a distance tool going from the camera to one of the character's eyes so it's always in focus. And that value is piped into the camera Focus Distance. I also make sure the focus depth is checked in the maya2octane plugin.
But the problem I'm getting is that every time Octane opens up to render, it defaults into Auto Focus mode. I tried turning AF off in the octane scene file and saving, but every time Octane reloads the scene to render, AF is on. Any ideas? Should the value on my maya camera be keyed?
Also, another thing is the conversion time to go from maya to octane and back. I noticed that the first few frames transferred over quickly. Then, as the render progressed, the transfer times got longer.
For example, each frame took about 2:40 minutes to render once loaded in octane. But the total frame time including export obj and transferring all data from maya to octane took about 5 minutes for the first few frames.
When the render got to about frame 10, the total frame time took about 7 minutes. Around frame 20, the total time was about 12 minutes. It just took longer and longer, while the render in octane was still around 2:40 minutes.
Also, I noticed maya using more ram as it went to the next frame. So on frame 1, maya used about 700 megs. By frame 20, it used 1.8 gigs. I can't help but wonder if that has something to do with the longer times.
One final note, I noticed on the very final frame, octane finished rendering and saved the png, but maya hung for a good 4 minutes before it was active again.
Any ideas?
Thanks,
Jeff
I have a couple questions. I'm re-rendering part of my Killer Bean Forever using your plugin. The anim can be found here:
http://www.refractivesoftware.com/forum ... f=6&t=2329
Results are great, but I have a few questions. One of them is DOF. I'm trying to control the DOF from maya. I have a distance tool going from the camera to one of the character's eyes so it's always in focus. And that value is piped into the camera Focus Distance. I also make sure the focus depth is checked in the maya2octane plugin.
But the problem I'm getting is that every time Octane opens up to render, it defaults into Auto Focus mode. I tried turning AF off in the octane scene file and saving, but every time Octane reloads the scene to render, AF is on. Any ideas? Should the value on my maya camera be keyed?
Also, another thing is the conversion time to go from maya to octane and back. I noticed that the first few frames transferred over quickly. Then, as the render progressed, the transfer times got longer.
For example, each frame took about 2:40 minutes to render once loaded in octane. But the total frame time including export obj and transferring all data from maya to octane took about 5 minutes for the first few frames.
When the render got to about frame 10, the total frame time took about 7 minutes. Around frame 20, the total time was about 12 minutes. It just took longer and longer, while the render in octane was still around 2:40 minutes.
Also, I noticed maya using more ram as it went to the next frame. So on frame 1, maya used about 700 megs. By frame 20, it used 1.8 gigs. I can't help but wonder if that has something to do with the longer times.
One final note, I noticed on the very final frame, octane finished rendering and saved the png, but maya hung for a good 4 minutes before it was active again.
Any ideas?
Thanks,
Jeff
Jeff Lew
http://www.killerbeanforever.com
system spec: evga gtx 480, intel quad core 3.00 ghz, winxp 32bit & 64bit, 8gb ram
http://www.killerbeanforever.com
system spec: evga gtx 480, intel quad core 3.00 ghz, winxp 32bit & 64bit, 8gb ram