Roadmap for the maya plugin

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

Locked
User avatar
ivankio
Licensed Customer
Posts: 103
Joined: Thu Nov 14, 2013 11:39 pm
Location: Curitiba - Brazil
Contact:

calus wrote:Current Maya Octane light node is a black box using internally hard-coded octane nodes and attributes, with a hidden geometry shape and a very primitive maya locator.
This is the exact opposite of what Kai is doing ...
I meant in the sense that they do not inherit attributes that maya already has, (rotation and scale) but octane's spotlights used their own scale and rotation without a manipulator. But oh! :o I wasn't aware the IES rotation and opacity was kinda fixed. I stopped using them a long time ago because of the problems and no signal of willingness from Jim to look into them. (viewtopic.php?f=28&t=37454&p=165180#p165180)

But those are waters long gone. In the case of that camera network screenshot, maya shape and octane's thinLensCamera both have field of view, but according to that, octane's ThinLensCamera needs to be set up independently. This means the viewport and the actual render could end different. This can lead to a similar unnecessary confusion.
GTX 1080 8gb, GTX 970 4gb, I5 4590, Z97-E, 32gb RAM, Win 10 64bits, Octane for Maya
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

ivankio wrote:In the case of that camera network screenshot, maya shape and octane's thinLensCamera both have field of view, but according to that, octane's ThinLensCamera needs to be set up independently. This means the viewport and the actual render could end different. This can lead to a similar unnecessary confusion.
I'm sure camera values will be automatically linkable :) but this is more the UI part of things with also the attribute editor template,
the hard part was the matrix conversion from maya camera to octane camera and kai had to create a new node for that...
Pascal ANDRE
gah5118
Licensed Customer
Posts: 358
Joined: Thu Jun 02, 2011 4:25 pm

simple request.... Automatically detect the scaling of the maya settings. It is very annoying having to reset it every time to be sure textures scale properly among other issues related to scaling.
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
p3taoctane
Licensed Customer
Posts: 1418
Joined: Mon Jan 25, 2010 12:53 am

Waiting... semi patiently....
fu7amc6q1palujr1doem.gif
fu7amc6q1palujr1doem.gif (1.02 MiB) Viewed 6820 times
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
k.a.schubert
OctaneRender Team
Posts: 137
Joined: Mon Feb 22, 2016 2:52 am

ANSWER POST

@Calus
calus wrote:About the camera matrix converter I'm curious,
why not take as input the world-matrix from the camera shape, instead of translate and matrix of the camera transform ?
(and the fluid shape also have a world matrix output ;) )

Not sure what you mean about the hypershade.
Since maya 2015 hypershade is the node editor with a special configuration, do you mean internally you still have to use the functions of the old legacy hypershade ?
Though in 2016.5 we still have to use the legacy hypershade for container node, containers are still not supported in node editor :(
( I guess containers in node Editor = Maya 2017)
Somehow I had in mind the world matrix of shape nodes is a null matrix. Obviously I was wrong!

Changed that, no need to have the transform nodes in the graph anymore!

For cameras and fluids and in the future any shape node. :)
node_editor_layers_camera_update01.png
node_editor_layers_volumes_update01.png
No, I'm not using any hypershade specific functionality (legacy or not).

I was just wondering, if we want material and upstream nodes (textures, transforms etc. ) in the main node graph (as in standalone)
or we stop at the geometry level and have separate node graphs for the materials (like version 2 materials basically).

Just having an idea: The planned geometry collector nodes could be per assigned material maybe.
So we have each material once in the main node graph connected to the geo collector node,.
Each material can be edited there or in hypershade, however you like
and "assign material" from the context menu stays the assignment mechanism.

Need to look up container nodes, cause node grouping in some form would be nice sooner or later!

Again, just juggling design ideas for this part, any thoughts?
@renmaxhb? You seemed excited about collector nodes... ;)
(but seriously anybody, not just Calus or renmaxhb )

p.s. the camera transform converters actual compute was really basic linear algebra, again more problems with mayas doc/API design XD

@Jolbertoquini
Jolbertoquini wrote:Quick question what about the render settings windows???
Would like to know more about it for older scenes and people who was using this before??
Well, most options from the render settings menu (render passes, kernels etc. ) are moved to the nodes they come from in octane standalone (render settings menu is just UI displaying these attributes).

So there is not that much left anyways.
Plus the Octane Live Account tab is out anyway, cause we have the new login splash screen.

And I don't see much reason to keep the render settings menu alive (for any octane settings).
Wouldn't it be nicer to have those options in the nodegraph in a seperate node as well,
since the new workflow is all about the node graph?

For what is left I mean, like the render devices tab...that could be a nice little node... :)

@gah5118

Scaling is on my list. We don't have a global way to scale octane to a specific unit, so I need to apply scale factors to all distances in the plugin.

@ivankio

Hi ,
you can link maya camera attributes to octanes, see below:
node_editor_layers_camera_update01.png
Just a problem there:
The connection with the maya camera shape attributes,
blocks updates from octane api for interdependent attributes of the thin lens camera, which are:
TH_camera.png
TH_camera.png (7.33 KiB) Viewed 6787 times
When you move the sliders, you are able to see the updates from octane api live, like in the standalone thin lens node.

So I'll add, that those attributes, if connected, update their connected Plugs, so the octane api updates don't get lost.

Though you need to link the attributes by hand for now.

But thinking about an automatic link feature for some nodes, where the connections are unambiguous.
So for example these camera connections. :)
Current spotlights are a pain to work with because their directions do not even comply to their Maya transforms and there's a fuzzy relationship with opacity and alpha shadows (besides not showing in the viewport).
Didn't have a chance to look at that yet. But you mean maya spotlights?
spotlight.png
Yes, feeding back the resolution, set in the new film settings node is on the list.
In general I have to keep an eye on synching settings, both available in maya and new maya2octane nodes.

WYSIWYG is what I want, as few hidden relationships as possible! Drives me crazy as well! :)
(if maya allows me: for example for fluids I have to grab the fluid shape when doing the other connections,
there is an attribute "out grid" of type fluid though, but don't know how to create a connectable attribute with the API, support ticket to AD on its way)
I like nodes for materials and animation, but I hope we can accomplish a lot using only the attribute editor/render settings alone. I'm guessing "ThinLensCameraNode1" would be a tab of the camera transform along side persp and perspShape instead of a frame inside perspShape like it is currently. ThinLensCamera does sound like a job for the shape node, but I guess a single additional tab is fine too (I suppose CameraTransformConverter1 is auxiliar and doesn't clutter the attribute editor).
As far as I can see, the attribute editor displays one tab for each node and shows tabs of connected nodes next to each other:
camera_tabs.png
That's why I want to have separate nodes.
Don't like how much each maya cameras AE (Attribute editor) is cluttered with more octane sub and subsub menus in version 2.
Took me ages to find something. :(

Better have separate nodes and connect necessary attributes (more convenient with an automatic connection feature though XD).

Does for some reason not work when selecting the camera shape node (which is connected to the camera transform converter), no additional tabs are displayed!?
No idea why:
camera_tabs_not connected.png
The render settings window will be less important, as I stated above. Just makes sense to go all nuts on nodes, since maya is build for dealing with them,
and yeah all attributes are scriptable than. So thats a plus I think.
Those loose kernels are also kinda scary. I hope they are easily accessible and not only buried inside the outliner with other hundreds of DAG nodes.
I agree. Nodes that are not connected to render target will be harder to find. While testing the node editor keeps them right where they are after loading the scene though.

It is quite possible to have unconnected nodes, like different maya2octane cameras or said kernels, so u can quickly change a configuration.

Any ideas how to keep them handy, except trusting the node editor to keep them where they are?
You could group them in the outliner. Still in my small test scenes its already cluttered there.

Of course 2D node graph has more space for organizing things than a 1D list, like the outliner.

So yeah, any ideas anyone on maya's capabilities on how to manage (find at least) unconnected nodes?

@limeforce
limeforce wrote:
So update of status and roadmap, here we go:
Looking good Kai, thanks for the update! So, just to make sure: we'll be able to connect whatever Maya node outputs & inputs of a suitable type to the exposed pins on Octane nodes? Finally, that looks way more like proper integration than before! :D I sure hope all the material inputs and texture nodes are similarly exposed. One of the more interesting things here for me is a more seamless integration with Substance, being able to connect substanceOutput.outColor (or any other texture+uv projection) directly to the Diffuse, Normal etc inputs on an Octane material would take a lot of unnecessary baking out of the equation and enable a way more playful workflow.

Keep fighting the good fight! Whenever it feels like you're drowning in the Maya API remember that the fruits of your labor will make a lot of people happy!
That is the plan! :)
Did not yet get to rework material nodes and anything upstream, but will do.
Well as long as the output is a single color (already sampled from a texture or just from a ramp for example) that should be fine:

Using ramp nodes as color dummies atm, for the volumes:
OutColor_asInputForMaya2OctaneNodes.png
Actual textures are a different case, but I will get to that as well!

Integration with other plugins nodes is super interesting for me as well! Substance....FumeFX...we will get there!


Best,
Kai
kommando_2k
Licensed Customer
Posts: 35
Joined: Mon Sep 02, 2013 5:47 am

i just wondering when Maya 2017 will be release? 3ds max 2017 already out. hopefully maya 2017 will have internal mudbox sculpture tool.
k.a.schubert
OctaneRender Team
Posts: 137
Joined: Mon Feb 22, 2016 2:52 am

Update Post
limeforce wrote:Keep fighting the good fight! Whenever it feels like you're drowning in the Maya API remember that the fruits of your labor will make a lot of people happy!
Everyday!
And it makes me happy more and more as well!

Just sometimes with the Maya API or support I am like :
nuke_full.png
:D

With the updates Calus suggested for using the world matrix of shape nodes to transform them to their place in the world (byebye transform nodes ;) ),
the volumes grew upstream, already giving some nicish results:
nuke.png
Still need to implement the internal ramp attributes (absorption, scatter, emission), but then volumes should be done for now. :)

I'll continue with fixing stuff in the old system (or redoing it), that broke along the way, like batch rendering, which crashes me right now.

And things related to the attribute editor, like the color picker not showing up anymore for float3 attributes.
Gotta override that "AE***Template" for all new nodes like Jimstar did, I guess. Yay....MEL....not

Best,
Kai

p.s.
Fun fact 001:

Maya fluids have a pressure buffer (voxel grid with pressure values).

You cannot display this buffer in native maya, as you can display density, temperature, fuel, collision and falloff buffers.

With the plugin you can....whatever use that might be... :D
funfact01.png
k.a.schubert
OctaneRender Team
Posts: 137
Joined: Mon Feb 22, 2016 2:52 am

kommando_2k wrote:i just wondering when Maya 2017 will be release? 3ds max 2017 already out. hopefully maya 2017 will have internal mudbox sculpture tool.
No clue mate! :D
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

k.a.schubert wrote: Gotta override that "AE***Template" for all new nodes like Jimstar did, I guess. Yay....MEL....not
Please don't, Jim's way to deal with Attribute Editor brings A LOT of issues..., and we can't even fix them, as all is hidden in the plugin... :cry:
I think half working attributes is fine for the preview release, maybe it's better to decide about that when all new octane nodes are here...
(or was it a Joke ? :D )

Usually there is AEtemplate mel script override for nodes needing to be adjusted (it's in Script/AEtemplate).
But really I think your first idea to have good automatic attributes for all octane nodes is possible, it worth trying more...

About the float 3 attributes, it's not obvious to make them recognized as legit Color by Maya, maybe it's the problem with color picker and I may help for that,
also about gradient widget , I may have some useful tips :) (if you need)

I have A LOT more to write, about all what you show (suggestions, questions, ideas, information ...) but not enough time now...will do later.
Pascal ANDRE
k.a.schubert
OctaneRender Team
Posts: 137
Joined: Mon Feb 22, 2016 2:52 am

@Calus

So the update post was very successful!
If you run out of time to answer! :D

No, wasn't a joke. :(
Would love a way to get the colour picker without any Mel....would love to only use C++ all the time for sure. ;)
So much more fun with an actual debugger and not funny error messages in mayas script editor... :D

Is there maybe a color attribute type? That has the color picker in the UI automatically?
Looking at MRampAttribute now to get the volume internal ramps done. Similar thing.

Do you mean those with gradient widget?
ramp.png
ramp.png (9.34 KiB) Viewed 6766 times
Okay, so I'll leave the AEtemplates alone for now. Puh, I'm glad! Looking for other ways in C++.

All the advice is very welcome, AD answers slowly and normally CGSociety answers first or I figure it out myself quicker! :D

Best,
Kai
Locked

Return to “Autodesk Maya”