Hi All,
New to Octane so please forgive a possibly stupid question.
When I hit render in the Maya Plug-In I get a progress bar. A percentage that very VERY slowly counts to 100& to deliver the final render. It seems weird because the IPR will give me a full render if I just leave it alone for a moment but the moment I want to actually render an image file this progress bar pops up and slows everything down to a halt.
Not sure if it's a setting or something I've overlooked. I've played with the plugin in C4D and nothing like this ever showed up.
Any ideas?
Thanks in advance.
O.
Rendering Progress Bar
Moderator: JimStar
The difference between the normal render with the progressbar and the ipr is only that the IPR shows the rendering in progress and the normal viewport render only shows the result when it's completely done. This may take a long time depending on the number of samples you set in the renderglobals.
Win 7 x64 | i7-4930 | 64gb | 4x gtx 780Ti 3gb
The fact that I get a very slow progress bar (when I hit render) doesn't make sense. Basic renders take forever and that can't be the standard. I've checked my settings and the same in C4D with a lesser processor and gpu still cooks it. I can't be the only one experiencing this, can I?
If this is the case Octane in Maya is 100% useless and I'm really hoping it's not.
Otoy?
Anyone?
If this is the case Octane in Maya is 100% useless and I'm really hoping it's not.
Otoy?
Anyone?
1- When you IPR render take a note how many samples is required for decent quality for the scene you are rendering.
2- Go to render settings change the default 16000 max samples to samples you need (500 - 1000 for example) .
3- You may try setting Render Priority High (default is medium).
Now when you hit Render Octane will render until max samples you have set, and then will display the image after it has hit that number.
Personally I never use render button anymore. IPR is much better and there is no difference in quality. And it is interactive.
2- Go to render settings change the default 16000 max samples to samples you need (500 - 1000 for example) .
3- You may try setting Render Priority High (default is medium).
Now when you hit Render Octane will render until max samples you have set, and then will display the image after it has hit that number.
Personally I never use render button anymore. IPR is much better and there is no difference in quality. And it is interactive.
I am seeing the same problem.
however, I am comparing on the same machine between standalone and maya plugin. I am rendering the same scene in standalone at 1 min, whereas in maya, 7-10min (it seems to jump back and forth but finalizes differently for each test)
however, I am comparing on the same machine between standalone and maya plugin. I am rendering the same scene in standalone at 1 min, whereas in maya, 7-10min (it seems to jump back and forth but finalizes differently for each test)
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
- k.a.schubert
- Posts: 137
- Joined: Mon Feb 22, 2016 2:52 am
Thanks for the explanation Avajjon!avajjon wrote:1- When you IPR render take a note how many samples is required for decent quality for the scene you are rendering.
2- Go to render settings change the default 16000 max samples to samples you need (500 - 1000 for example) .
3- You may try setting Render Priority High (default is medium).
Now when you hit Render Octane will render until max samples you have set, and then will display the image after it has hit that number.
Personally I never use render button anymore. IPR is much better and there is no difference in quality. And it is interactive.

Yes, that is how it works.
IPR is showing the image while it is being rendered and the noise gets less over time.
If you hit Render, it first renders the whole image (up to 16k samples) and then displays it.
Standalone and Plugins perform differently, due to different implementation and overhead, that needs to be done in maya and not in standalone.
Best,
Kai
so such ovérhead is causing 3-7 times slower speeds?
on my job we are rendering as few as 60 images a day to as much as 200+, this would add up significantly using the maya plugin. I hope in thefuture a solution is found for this. Using other rendering engines and plugins, i havent experienced this much performance drop.
Also to note, i recall watching the utilization of the cards, and it isnt making full use like stand alone. Maybe a bug with setting to high priority and not really taking effect?
on my job we are rendering as few as 60 images a day to as much as 200+, this would add up significantly using the maya plugin. I hope in thefuture a solution is found for this. Using other rendering engines and plugins, i havent experienced this much performance drop.
Also to note, i recall watching the utilization of the cards, and it isnt making full use like stand alone. Maybe a bug with setting to high priority and not really taking effect?
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
- k.a.schubert
- Posts: 137
- Joined: Mon Feb 22, 2016 2:52 am
gah5118 wrote:so such ovérhead is causing 3-7 times slower speeds?
on my job we are rendering as few as 60 images a day to as much as 200+, this would add up significantly using the maya plugin. I hope in thefuture a solution is found for this. Using other rendering engines and plugins, i havent experienced this much performance drop.
Also to note, i recall watching the utilization of the cards, and it isnt making full use like stand alone. Maybe a bug with setting to high priority and not really taking effect?
I added checking the priority setting to my issue list.
Doing some restructuring right now, but looking at performance is on the nemu as well!

Best,
Kai
awesome to hear!
Another issue I had found (as posted on another thread) is the lack of the hide/show feature to the alembic exporter.
My findings:
the octanerender alembic exporter has nearly every feature needed except for translating the hide/show command in an animation
the maya alembic exporter translates the hide/show feature when selected just fine, however, it doesn't handle materials like octane's does.
Add that one feature, and octanerender alembic exporter would be fully functional.
Another issue I had found (as posted on another thread) is the lack of the hide/show feature to the alembic exporter.
My findings:
the octanerender alembic exporter has nearly every feature needed except for translating the hide/show command in an animation
the maya alembic exporter translates the hide/show feature when selected just fine, however, it doesn't handle materials like octane's does.
Add that one feature, and octanerender alembic exporter would be fully functional.
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3