OctaneRender® for Maya® 2.24.2 - 7.20 Win [OBSOLETE]

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Moderator: JimStar

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JimStar
OctaneRender Team
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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 2013.5, 2014, 2015 and 2016 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 SINCE THE PREVIOUS VERSION
  • Implemented two different animated ORBX export modes:
    1. As a clean ORBX (the mode available previously). All geometry nodes will be accessible in standalone node editor after export. No vertex animation is exported (ORBX does not support vertex animation).
    2. Scene will be packed into Alembic node and exported inside ORBX. The vertex animation will be exported (using Alembic). No geometry nodes are visible/accessible in standalone node editor.

DOWNLOAD

OctaneRender for Maya 2.24.2 - 7.20 (12.5MB autoinstaller file)
OctaneRender for Maya 2.24.2 - 7.20 Demo (11.7MB autoinstaller file)

For network slave and daemon please download standalone installer here:
viewtopic.php?f=24&t=50498


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

As promised we got a new developer here to be dedicated to Maya plugin. This must speed up the Maya plugin development, 'cause I've been loaded by a lot of different projects and Maya development has slowed down as a consequence...
So, please meet k.a.schubert. ;)

Please don't expect the immediate development speed up, because k.a.schubert needs some time to dig into a plugin...
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

same thing with this version, when i batch render openexr files , "_passes" is added at the end of the filenames.(image.001_passes.exr), making image sequences not usable...
Or is it a coincidence that my Maya just began this behavior when i installed the 7.19 and 7.20 plug-in ?
Pascal ANDRE
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Jolbertoquini
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Joined: Sun Aug 31, 2014 7:08 am
Location: London
Contact:

Thanks for the quick update Jim, It's working now for me that's Great...
The layer ID for geometry type with the projection camera texture still doesn't work well I change the geometry type.

Also one thing... to passes to work I need name the cases at tab passes EXR channel names and if I have any of the cases named doesn't work.... :?:

So with other scenes doesn't work the passes if I'm not rename ...

Please, it's a amazing work guys but I think UI tab should look more like the standalone for the simple reason users will find easily they self when working with the standalone and the plug , Standalone have a great organisation on the tab and separate passes on sections...

as Beauty passes/ Post processing passes/Render layer passes/Lighting passes/Info passes and (Material passes for v03)

right now is a bit of mission of the way is range ... Why I'm so strict with that for me as a only use it's alright but for Us at company with more then 25 user on Maya and more standalone become a difficulty to make everyone understand without training then because option they supposed to be link or so far and not like standalone on the same place (specially for passes). I'm sorry if sounds annoying but is a pipeline issues for us.

Best
JO
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
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Join MAYA OCTANE USERS Skype discussion here :
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bluerocket
Licensed Customer
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Joined: Fri Mar 29, 2013 2:37 am
Location: Portugal

Thanks for the update!

Best Regards
Asus Rampage IV Extreme | i7-3930K | 32GB | 2x GTX TITAN | 2x GTX670 4Gb | Win 64x
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Jolbertoquini
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Joined: Sun Aug 31, 2014 7:08 am
Location: London
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Hi Guys,

For the new Export options...Really great option for the export Alembic you save us a huge time of export and match with our workflow thumbs up guys excellent!!!! :o :D

Thanks a Lot
JO
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
--------------------
Join MAYA OCTANE USERS Skype discussion here :
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Slimshader
Licensed Customer
Posts: 92
Joined: Fri Sep 03, 2010 2:17 am
Location: Canada

JimStar wrote: So, please meet k.a.schubert. ;)
Hey nice to meet ya!
ruhi
Licensed Customer
Posts: 29
Joined: Tue Feb 14, 2012 8:58 pm

Hey guys!

Is there anybody who knows "skip existing frames" problem solved? Big issue for batch renderers..
cea
Licensed Customer
Posts: 8
Joined: Mon Jan 04, 2016 10:23 am

ruhi wrote:Hey guys!

Is there anybody who knows "skip existing frames" problem solved? Big issue for batch renderers..
+1 :)
k.a.schubert
OctaneRender Team
Posts: 137
Joined: Mon Feb 22, 2016 2:52 am

Slimshader wrote:
JimStar wrote: So, please meet k.a.schubert. ;)
Hey nice to meet ya!

Nice to meet you too! :)
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