OctaneRender® for Maya® 2.24.2 - 7.24 Win [OBSOLETE]

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calus
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k.a.schubert wrote: Okay, I noted this down, but at the moment am busy so don't expect a quick fix.

Sorry,
Kai
Yes I know :) don't worry,
I guess you must be in a rush to have a V3 version of the plugin ready next week after the GTC announcement.
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Jolbertoquini
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calus wrote:
k.a.schubert wrote: Okay, I noted this down, but at the moment am busy so don't expect a quick fix.

Sorry,
Kai
Yes I know :) don't worry,
I guess you must be in a rush to have a V3 version of the plugin ready next week after the GTC announcement.

To be honest, better have a Maya plug-in work then Octane 3.0 because for some company update will cost and have a plug fully working for Octane 2.0
would be good to have before release of 3 no?

I mean we have paid for it already! Nothing against any one but make totally sense to me.
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calus
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Jolbertoquini wrote: To be honest, better have a Maya plug-in work then Octane 3.0 because for some company update will cost and have a plug fully working for Octane 2.0
would be good to have before release of 3 no?

I mean we have paid for it already! Nothing against any one but make totally sense to me.
Yes, you're right but Otoy already announced several times there will be V3 beta of the plugin for Max and Maya around the April 5, and there is so much impatience about that in forums, don't think it's possible to change that. Anyway nothing prevent to back-port the bug fixes from V3 alpha plugin to V2 stable plugin, and I think that will happen.
Pascal ANDRE
k.a.schubert
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I'm kind of doing both at the same time ;) , reworking some subsystems while going for 3.0 features.

The plugin works with an old system for generating all the node types and I started to use a new system,
that makes the whole process easier, less error prone and more future proof.

In general the plugin will be closer to standalone, so we all have an easier time looking for attributes in the UI etc.

And yes, whatever gets fixed in the process will be released as a 2.x version without the 3.0 features.

Cheers,
Kai
calus
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It's really great :)
Pascal ANDRE
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L_E_X
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Hi. When we can get octane for maya 2016 ext 2 ?
Thanks.
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calus
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L_E_X wrote:Hi. When we can get octane for maya 2016 ext 2 ?
viewtopic.php?f=28&t=53709&start=50#p277706
k.a.schubert wrote: Roadmap

Preview release v3 - this month (june (2016))
- Have to add a medium node for volumes (looking at ramp attributes there), so a release makes sense and you can play with it.
- uses old material nodes and geometry mechanism (not node based) (which I want to replace for the production release)
- Baking camera maybe

Production release v3 - next month (july (2016))
- Baking camera
- volumes fully integrated with maya fluids
- geometry (collector) nodes for different geometry types, replacing old mechanism for sending geometry to octane
- (so materials are still edited in hypershade
(workflow okay? Could have a nodegraph as in standalone, with everything connected there!?)
but material assignment workflow [right click menu on mesh in viewport] works with hypershade)
- Maya 2016.5 SDK integration
Pascal ANDRE
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Refracty
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Hi Kai,
in the newer versions of the plugin the ZDepthMax attribute is not working.
So however you set the ZDepth distance, nothing happens.
in Version 7.14 the ZDepth is working.
Please fix this in the update.
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