OctaneRender® for Maya® 3.03.1 - 8.0 Linux [ALPHA]

Sub forum for non-production plugin releases
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k.a.schubert
OctaneRender Team
Posts: 137
Joined: Mon Feb 22, 2016 2:52 am

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®.
mayalogo.png
Maya® Version Requirements

This release will work with Maya® Versions 2014, 2015 and 2016 64-bit on Linux 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 619€

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 269€

You can also purchase a 3, 5 or 10 pack of OctaneRender™ for Maya® licenses, just like OctaneRender™ Standalone Edition packs.


LICENSE MANAGMENT

Just like OctaneRender™ Standalone, the Maya® plugin license activation is done at startup in the activation pop up window.
Deactivating the plugin license can be done from within Maya® (render settings window / octane license tab).

ALPHA DISCLAIMER
Please note there are known issues due to ongoing development, which are detailed in an extra post, next to this one.

V3 DOCUMENTATION
Documentation

CHANGES SINCE THE PREVIOUS VERSION

  • 1. New node based system analog to the standalone node system
    2. Node editor based workflow
    3. Volume nodes connecting to Maya® Fluids
    4. Additional volume nodes for configuring volume rendering
    5. CameraTransformConverter node connecting to Maya® Camera
    6. Lost&Found node for keeping additional nodes (kernels, cameras) connected to the main node graph
    7. SDK 3.03.1 integration
Not recommended for production!

DOWNLOAD

OctaneRender for Maya 3.03.1 - 8.0
OctaneRender for Maya 3.03.1 - 8.0 Demo

For network slave and daemon please download standalone installer here:
viewtopic.php?f=24&t=54805


Yours,
The OctaneRender™ Team.
k.a.schubert
OctaneRender Team
Posts: 137
Joined: Mon Feb 22, 2016 2:52 am

Known issues

Switch to Octane Renderer before opening IPR Window, else Maya crashes:
startup.png
matrix2012
Licensed Customer
Posts: 112
Joined: Thu Sep 13, 2012 5:40 pm

Hi,


The plugin does not load this error message:

// Error: line 1: Unable to dynamically load : /usr/autodesk/maya2016-x64/bin/plug-ins/OctanePlugin.so
/usr/autodesk/maya2016-x64/bin/plug-ins/OctanePlugin.so: undefined symbol: datatoc_MixMat32_png //
// Error: line 1: /usr/autodesk/maya2016-x64/bin/plug-ins/OctanePlugin.so: undefined symbol: datatoc_MixMat32_png (OctanePlugin) //

System:
Centos 7
Maya 2016 SP6

Sorry for my bad English.

Best,
matrix2012
k.a.schubert
OctaneRender Team
Posts: 137
Joined: Mon Feb 22, 2016 2:52 am

Thanks for the report,
looking into it now.
k.a.schubert
OctaneRender Team
Posts: 137
Joined: Mon Feb 22, 2016 2:52 am

Startup bug should be fixed in version 3.03.1,
same download in this thread.
matrix2012
Licensed Customer
Posts: 112
Joined: Thu Sep 13, 2012 5:40 pm

Hi,

1: The plugin is now loaded with the Octane for Maya 3.03.1-8.0 version.
Thanks

2: Octane Render is selected in Render Settings.
If the IPR start crashes Maya.

Here is the error message:

Stack trace:
/lib64/libc.so.6(+0x35670) [0x7f79c6bf3670]
MObjectHandle::isAlive() const
OctaneMayaPlugin::MayaDGUtility::sCheckNodeHandleAndReturnObject(MObjectHandle const&, MString const&)
OctaneMayaPlugin::StandardNode::sCheckReturnSaveNode(MObjectHandle&, MString const&)
OctaneMayaPlugin::StandardNode::getChildNodeByPinId(Octane::PinId, MStatus&)
OctaneMayaPlugin::StandardNode::getChildNodeNameByPinId(Octane::PinId, MStatus&)
OctaneMayaPlugin::RenderTargetNode::sGetResolution(MString const&, unsigned int&, unsigned int&)
OctaneMayaPlugin::RenderTargetNode::sGetResolutionWithWildcard(unsigned int&, unsigned int&)
CommandRender::parseSyntax(MArgDatabase&, MArgList const&)
CommandRender::doIt(MArgList const&)
THcommandObject::doIt(TargList&)
TmetaCommand::doCommand(TargList&)
Mel_Command_Dispatch(SphNode*)
f_function_entry_node
node_exec
sophia_call_executable
SophiaExecutable::evaluate(void*)
TcommandEngine::executeCommand(SophiaExecutable*, void*)
TelfEvalCmd::doCommand(TargList&)
Mel_Command_Dispatch(SphNode*)
node_exec
fc_ifelse
node_exec
fc_ifelse
node_exec
fc_ifelse
node_exec
f_function_entry_node
node_exec
f_function_entry_node
node_exec
sophia_call_executable
SophiaExecutable::evaluate(void*)
TcommandEngine::executeCommand(Tstring const&, bool, bool, TmelCmdResult*, unsigned int)
TscriptAction::execute(Tevent const&, TinterpreterResult**)
TrunTimeCommand::doCommand(TargList&)
Mel_Command_Dispatch(SphNode*)
f_function_entry_node
node_exec
sophia_call_executable

Fatal Error.

System:
Centos 7.2.1511
Maya 2016 SP6
Nvidia Driver 361.42

Sorry for my bad Englisch.

Best,
matrix2012
k.a.schubert
OctaneRender Team
Posts: 137
Joined: Mon Feb 22, 2016 2:52 am

@matrix2012

I see.

So I fixed the crash. Forgot a check indeed.

But you need to create the node network first for rendering. See the docs @:
v3 docs

No worries, its a lot of nodes to create, but I'm implementing automatic generation with one click/on new scene anyways right now.
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