OctaneRender® for Maya® 3.03.1 - 8.0 Win [ALPHA]
Just checking: are you switching to OctaneRender as the render engine through Render Settings before trying to IPR as instructed in the post right under the release announcement on the first page of this thread?RickToxik wrote:It still crashes for me as soon as I start an ipr. Maybe my laptop cuda is unsupported.
yes.. Thanks for the tip though! I also have stack trace messages when creting a sun / sky:
Cannot find procedure "AEattrColorNew".
Start of trace: (command window: line 1).
AEattrColorNew (command window: line 1).
AEbuildControls (file: C:/Program Files/Autodesk/Maya2016/scripts/others/updateAE.mel, line 530).
updateAE (file: C:/Program Files/Autodesk/Maya2016/scripts/others/showEditor.mel, line 4397).
autoUpdateAttrEd (command window: line 1)
Cannot find procedure "AEattrColorNew".
Start of trace: (command window: line 1).
AEattrColorNew (command window: line 1).
AEbuildControls (file: C:/Program Files/Autodesk/Maya2016/scripts/others/updateAE.mel, line 530).
updateAE (file: C:/Program Files/Autodesk/Maya2016/scripts/others/showEditor.mel, line 4397).
autoUpdateAttrEd (command window: line 1)
- PaulScheepers
- Posts: 5
- Joined: Mon Jan 10, 2011 1:08 pm
And what about changing to Octane render from let's say a Vray scene...
How much hassle will that be, specially when it crashes over every non octane node it finds...
Most of us are artists not engineers!
How much hassle will that be, specially when it crashes over every non octane node it finds...
Most of us are artists not engineers!
- PaulScheepers
- Posts: 5
- Joined: Mon Jan 10, 2011 1:08 pm
working over here. looking forward to a guide for this, it looks promising.
the camera seems to be really off.
I agree and second the talk about having a script for the basic framework... or even better, if a mel script can be made that can be customized, in order to get going.
The way I see it, and what I see as promising; is the potential for a click and go script is there, but we also can look under the hood and have access to all of the functions and power of octane.
the camera seems to be really off.
I agree and second the talk about having a script for the basic framework... or even better, if a mel script can be made that can be customized, in order to get going.
The way I see it, and what I see as promising; is the potential for a click and go script is there, but we also can look under the hood and have access to all of the functions and power of octane.
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
- cyrillweiss
- Posts: 91
- Joined: Wed Jun 02, 2010 2:52 pm
Hey Kai
Thank you for the updated Plugin, it doesn't crash when loaded.
When your samplescene is used for rendering it works pretty well, great job. When a new scene is loaded, it crashes on IPR Rendering. I guess, the missing nodes (Kernel, rendertarget etc.) caused that, does the prerequisite in the scene gets checked?
A fallback setting would help, in case there aren't all necessary nodes created.
What I also experienced, the IPR-Updates are taking longer the more samples the IPR-Rendering has, seems not to take the Refresh Time (100ms) into account.
Cheers
Cyrill
Thank you for the updated Plugin, it doesn't crash when loaded.
When your samplescene is used for rendering it works pretty well, great job. When a new scene is loaded, it crashes on IPR Rendering. I guess, the missing nodes (Kernel, rendertarget etc.) caused that, does the prerequisite in the scene gets checked?
A fallback setting would help, in case there aren't all necessary nodes created.
What I also experienced, the IPR-Updates are taking longer the more samples the IPR-Rendering has, seems not to take the Refresh Time (100ms) into account.
Cheers
Cyrill
HW01:WIN10x64/X79/i7-3930K/64gb/GPU:1xTitan X, GTX 1080ti, SW:Maya2018/2019, Cinema 4D R20
HW02:WIN10x64/Z370/i7-8700K/64gb/GPU:1xTitan X, GTX 1080ti SW:Maya2018/2019, Cinema 4D R20
etc. ...
HW02:WIN10x64/Z370/i7-8700K/64gb/GPU:1xTitan X, GTX 1080ti SW:Maya2018/2019, Cinema 4D R20
etc. ...
- Jolbertoquini
- Posts: 1067
- Joined: Sun Aug 31, 2014 7:08 am
- Location: London
- Contact:
It's working but a lot options doesn't environment texture map? any texture on NG nodes doesn't work I tried different formats with File node and old nodes...
And shaders option aswell (IOR and etc is not there ) texture they doesn't exist anymore.
here full list error:
select -r octaneGlossyMaterial2 ;
// ****************************** RENDER ARGUMENTS ***********************
// CommandRender::doIt: argument: -gpc octaneGlossyMaterial2.Diffuse
// ****************************** RENDER ARGUMENTS ***********************
// CommandRender::doIt: argument: -gpc octaneGlossyMaterial2.Specular
// ****************************** RENDER ARGUMENTS ***********************
// CommandRender::doIt: argument: -gpc octaneGlossyMaterial2.Roughness
// ****************************** RENDER ARGUMENTS ***********************
// CommandRender::doIt: argument: -gpc octaneGlossyMaterial2.FilmWidth
// Error: Oct_AE_addDefaultControl( "octaneGlossyMaterial2.ValFloat", "octaneGlossyMaterial2.FilmIndex" ); //
// Error: Line 1.95: Wrong number of arguments on call to Oct_AE_addDefaultControl. //
// Error: Oct_AE_addDefaultControl( "octaneGlossyMaterial2.ValFloat", "octaneGlossyMaterial2.Index" ); //
// Error: Line 1.91: Wrong number of arguments on call to Oct_AE_addDefaultControl. //
// ****************************** RENDER ARGUMENTS ***********************
// CommandRender::doIt: argument: -gpc octaneGlossyMaterial2.Bump
// ****************************** RENDER ARGUMENTS ***********************
// CommandRender::doIt: argument: -gpc octaneGlossyMaterial2.Opacity
// Error: Oct_AE_addDefaultControl( "octaneGlossyMaterial2.ValBool", "octaneGlossyMaterial2.Smooth" ); //
// Error: Line 1.91: Wrong number of arguments on call to Oct_AE_addDefaultControl. //
// Error: Oct_AE_addDefaultControl( "octaneGlossyMaterial2.ValFloat", "octaneGlossyMaterial2.EdgesRound" ); //
// Error: Line 1.96: Wrong number of arguments on call to Oct_AE_addDefaultControl. //
And shaders option aswell (IOR and etc is not there ) texture they doesn't exist anymore.
here full list error:
select -r octaneGlossyMaterial2 ;
// ****************************** RENDER ARGUMENTS ***********************
// CommandRender::doIt: argument: -gpc octaneGlossyMaterial2.Diffuse
// ****************************** RENDER ARGUMENTS ***********************
// CommandRender::doIt: argument: -gpc octaneGlossyMaterial2.Specular
// ****************************** RENDER ARGUMENTS ***********************
// CommandRender::doIt: argument: -gpc octaneGlossyMaterial2.Roughness
// ****************************** RENDER ARGUMENTS ***********************
// CommandRender::doIt: argument: -gpc octaneGlossyMaterial2.FilmWidth
// Error: Oct_AE_addDefaultControl( "octaneGlossyMaterial2.ValFloat", "octaneGlossyMaterial2.FilmIndex" ); //
// Error: Line 1.95: Wrong number of arguments on call to Oct_AE_addDefaultControl. //
// Error: Oct_AE_addDefaultControl( "octaneGlossyMaterial2.ValFloat", "octaneGlossyMaterial2.Index" ); //
// Error: Line 1.91: Wrong number of arguments on call to Oct_AE_addDefaultControl. //
// ****************************** RENDER ARGUMENTS ***********************
// CommandRender::doIt: argument: -gpc octaneGlossyMaterial2.Bump
// ****************************** RENDER ARGUMENTS ***********************
// CommandRender::doIt: argument: -gpc octaneGlossyMaterial2.Opacity
// Error: Oct_AE_addDefaultControl( "octaneGlossyMaterial2.ValBool", "octaneGlossyMaterial2.Smooth" ); //
// Error: Line 1.91: Wrong number of arguments on call to Oct_AE_addDefaultControl. //
// Error: Oct_AE_addDefaultControl( "octaneGlossyMaterial2.ValFloat", "octaneGlossyMaterial2.EdgesRound" ); //
// Error: Line 1.96: Wrong number of arguments on call to Oct_AE_addDefaultControl. //
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- kommando_2k
- Posts: 35
- Joined: Mon Sep 02, 2013 5:47 am
node editor kind of impractical workflow because it's too SLOW workflow to set up render, manual add geometry on geometry group (total pointless) and link to materials,
I rather 2.0 workflow like working on material in hypershade, in viewpoint select mesh right click on geometry as "assign to exist material", set up render kernel/change render camera in render setting, that's really simple. Imagination 1,000 unique geometry and materials in the Node Editor is really headache it's really like Tokyo's subway map take while to find where's the original mesh and material. lol we're NOT German Engineer, we are the artist !
