Roadmap for the maya plugin

Autodesk Maya (Plugin developed by JimStar)

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jagger
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jagger wrote:It seems a very flexible workflow but too complicated/slow... I hope theres a demo soon

... I feared this...
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ciboulot
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This is exactly what I was thinking of when I read about this new workflow: WTF???

Maya users are working in Maya, not Octane standalone. They are used to the software and its workflow.
Things are simple and straight.

You cannot bring the octane workflow in maya. You have to integrate seamlessly the octane engine in the maya workflow. Like V1 and V2.

You cannot ask thousands of maya user to switch from their habits in Maya just for Octane. I don't understand how it could be seen as a good thing to
force maya users to the intricate Octane workflow.

Who told the devellopers that it might be a good thing to fuck everything up. Who asked for this complicate and unbearable workflow. Users, artists? Nobody.

We are not engineers, we are artists. We paid a lot of money for each of our computers, and now we are stuck with this version 3 which we cannot integrate in our pipeline.
I have never seen that with Arnold, Mentalray, RenderMan or Vray!!!

All our material, camera, workflow is fucked up! For us this could be the last attempt to work with Octane, as nobody give a shit about the actual users of this plugin.

We are so pissed off right now!

I have been talking with the Redshift team, and they would be pleased to replace our shitty octane plugs for their plugins, with a discount which would cost me less than upgrading to Octane V3.

ps: I am not sorry for being rude, as we are talking about money and you are jeopardizing with my business future, and all our artists future.
Oh, and fuck this, we are switching to RedShift right now...
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gah5118
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I differ from this statement.... giving the ability to do BOTH, utilizing maya's interface as well as the ability to access stand alone would benefit both users used to maya and that like it's interface, as well as those who are not or simply (my case) prefer using the stand alone interface.

I think if he gets it so it's a quick start up as before, but have the ability to look under the hood and access the node system... it would unleash the full power of the engine.

In my case, the material system along with multiple render node setups is a must. It's the major reason I haven't touched the previous versions since purchasing.

Remember, this is still alpha and he hasn't had a ton of time to work out everything. The way I see it, is we are getting the first look at the bones. I hope to see that he refines the bone structure and resolves it's issues. From there, I hope to see a nice shell put over it for ease of use and like I said, if you want to pop the hood open and work with the nodes, it's there to do so with octanes full power and flexibility. At least this is my hopes in the potential I see.



Let's hope that we are seeing the "buildings" guts without the walls put up just yet.
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p3taoctane
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I also feel this is heading in the right direction. Every plugin is some form of compromise between native and renderer.

I like the control this brings... yes, there are many things to set up... but I'd rather have it this way to begin with... where you can see a well built (complex) skeleton... than it be easy to use but you can't get under the hood to do something complex as you get into it.

Maya is used by so many levels of users that it is going to be hard to please everyone at alpha stage... I look forward to seeing what a few weeks adds to the plugin.
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gah5118
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precisely. Start with the bones, make those strong and accessible. Then, wrap it up in a nice shell. I just really really hope that the stand alone interface that is accessible gets better communication to maya and maintains connections. I am not one who likes maya's interface at all for materials and much prefer octanes. At the same time, I sympothize with those who are in love with maya's interface.

I do think k.a.schubert can accomplish a perfect balance with the way things are going. Keep up the good work and don't be discouraged man! Some of us do see the potential and that all of these issues can be resolved. If/when these issues are resolved, I think everyone overall will be quite happy with it and, personally I think it will be the best integrated plugin yet. The ability to step between both the native and host would be incredible and incredibly powerful.
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Slimshader
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gah5118 wrote:precisely. Start with the bones, make those strong and accessible. Then, wrap it up in a nice shell. I just really really hope that the stand alone interface that is accessible gets better communication to maya and maintains connections. I am not one who likes maya's interface at all for materials and much prefer octanes. At the same time, I sympothize with those who are in love with maya's interface.

I do think k.a.schubert can accomplish a perfect balance with the way things are going. Keep up the good work and don't be discouraged man! Some of us do see the potential and that all of these issues can be resolved. If/when these issues are resolved, I think everyone overall will be quite happy with it and, personally I think it will be the best integrated plugin yet. The ability to step between both the native and host would be incredible and incredibly powerful.
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Goldorak
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gah5118 wrote:precisely. Start with the bones, make those strong and accessible. Then, wrap it up in a nice shell. I just really really hope that the stand alone interface that is accessible gets better communication to maya and maintains connections. I am not one who likes maya's interface at all for materials and much prefer octanes. At the same time, I sympothize with those who are in love with maya's interface.

I do think k.a.schubert can accomplish a perfect balance with the way things are going. Keep up the good work and don't be discouraged man! Some of us do see the potential and that all of these issues can be resolved. If/when these issues are resolved, I think everyone overall will be quite happy with it and, personally I think it will be the best integrated plugin yet. The ability to step between both the native and host would be incredible and incredibly powerful.
We are wrapping this in a high level layer - as others have noted, and that is not done yet. But this part had to be done to remove all the limitations and legacy code we had before. There is no great time to make such a step, but we felt V3 was the best option we had.

We have to release a Maya plug-in that artists love, there is no compromising on that point ever. Give us feedback as these next critical pieces come online. We welcome it and will use it.
itsallgoode9
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will the UX that better wraps up all these nodes be something to look out for in the beta rather than the alpha? If it will be in the alpha, do you know what version number that is planned for? Be be nice to know that so we aren't badgering Kai about that.
gah5118
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it would make sense that the alpha phase would focus on the guts/bones of the plugin. Whereas, the beta should focus more on the UI and tying everything together. I look forward to see where this goes, it seems promising. While it may seem strange, I do appreciate that this isn't being rushed and it seems that great care is being taken in regards to what is "under the hood". It will make the difference between us using Octane or... Octane lite. I would rather the option to access the full power and all of the strengths of this engine.
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matrix2012
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Octane V3 for Maya Alpha is available for Windows.

When will the Alpha version for Linux? :evil: :cry:

On the Roadmap can not leave. :x

Thanks for the good work.

Sorry for my Englisch.

Best,
matrix2012
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