Roadmap for the maya plugin
Moderator: JimStar
I think so - Not?
- k.a.schubert
- Posts: 137
- Joined: Mon Feb 22, 2016 2:52 am
@mosssi
Additional to what JimStar said about v2, I can add that v3 is an alpha for a reason and is not meant for production, which I say in each release.
So to answer your main question:
Yes, I am here to work with you to make the maya plugin as versatile and feature rich as possible,
but it takes time to restructure large parts of the plugin, which you don't see from the outside,
but that matter very much for development and debugging.
Additionally Autodesk is putting up some more hurdles, like providing an SDK without libraries (SDK's by definition have to provide all necessary files for developing) for whatever reason.
All this takes time.
EDIT Hurray, Autodesk has gotten so many tickets about the broken SDK, they will provide a proper SDK for next Maya version. Stupid decision reversed!
So near future is more likely to mean the next months rather then the next weeks.
@matrix2012
See the release forum.
Additional to what JimStar said about v2, I can add that v3 is an alpha for a reason and is not meant for production, which I say in each release.
So to answer your main question:
Yes, I am here to work with you to make the maya plugin as versatile and feature rich as possible,
but it takes time to restructure large parts of the plugin, which you don't see from the outside,
but that matter very much for development and debugging.
Additionally Autodesk is putting up some more hurdles, like providing an SDK without libraries (SDK's by definition have to provide all necessary files for developing) for whatever reason.
All this takes time.
EDIT Hurray, Autodesk has gotten so many tickets about the broken SDK, they will provide a proper SDK for next Maya version. Stupid decision reversed!
So near future is more likely to mean the next months rather then the next weeks.
@matrix2012
See the release forum.
@ mosssi
Hi
,
This looks like a bug which was corrected in the 2.24.2 / 7.24 version...
Or maybe this has something to do with this bug :
viewtopic.php?f=110&t=53504
with which version of the plugin ?
can you share a simple scene with this problem ?
viewtopic.php?f=110&t=53761#p271862
But it is not useful most of the time as it is clunky, ignores projection nodes and doesn't work at all with directX and opengl core profile.
You can use my script to override octane shader in viewport 2.0 with maya shaders:
viewtopic.php?f=28&t=52995&p=267108&hil ... rt#p266550
or maybe this is again the bad octane path file V2 implementation problem...
Hi

what version of the V2 plugin are you using ?mosssi wrote: Batch render from Maya just saves .exr files with 12 MB size but all blank (file names are frame.0001.passes.exr)
This looks like a bug which was corrected in the 2.24.2 / 7.24 version...
Or maybe this has something to do with this bug :
viewtopic.php?f=110&t=53504
I don't remember having this issue,mosssi wrote: Batch render from command line works but it doesn't save Beauty pass just other passes.
with which version of the plugin ?
can you share a simple scene with this problem ?
right, this is not supported yet by octane core, but I guess it could be easily hacked in Maya.mosssi wrote: Can not support UDIM for textures
Right, octane file path are badly implemented in V2, they should use the builtin maya fonctionnality (finger crossed for V3)mosssi wrote: Can't expand environment variables in paths
viewtopic.php?f=110&t=53761#p271862
As Jimstar said you can dispay some texture connecting a 2d placement texture.mosssi wrote: Can't show textures on viewport
But it is not useful most of the time as it is clunky, ignores projection nodes and doesn't work at all with directX and opengl core profile.
You can use my script to override octane shader in viewport 2.0 with maya shaders:
viewtopic.php?f=28&t=52995&p=267108&hil ... rt#p266550
rigth, but I'm not sure it's totaly octane plugin's fault, I remember the reload texture button didn't worked well with other renderer too,mosssi wrote: After changing a texture the old texure remains on cache memory and I should change the file name (needs somethig like arnold texture flush)
or maybe this is again the bad octane path file V2 implementation problem...
Can you be more specific ?mosssi wrote: Can't handle Maya utilities
Pascal ANDRE
@calus
Hi Calus
Thanks for your detailed answer.
Hi Calus
Thanks for your detailed answer.
I'm using 2.24.2_-_7.14 . Is it any different?calusi wrote: what version of the V2 plugin are you using ?
This looks like a bug which was corrected in the 2.24.2 / 7.24 version...
That's not the scene fault. But maybe I'm wrong. Can you confirm that the Composite channel in .exr file is the same as Beauty pass and RGB channel is empty instead?calus wrote: can you share a simple scene with this problem ?
Do you mean by Otoy's developers?calus wrote: right, this is not supported yet by octane core, but I guess it could be easily hacked in Maya.
I hope so.calus wrote: Right, octane file path are badly implemented in V2, they should use the builtin maya fonctionnality (finger crossed for V3)
I will try that really soon. Thank you.calus wrote: You can use my script to override octane shader in viewport 2.0 with maya shaders:
I mean all the Maya shading nodes like layer texture or multiply or ...calus wrote: Can you be more specific ?
Maya 2016 SP6, Windows 10 x64, 4 x GTX 980 Ti
Yes! of course it's very differentmosssi wrote: I'm using 2.24.2_-_7.14 . Is it any different?

Passes where mostly unusable in 7.14 version, Jimstar and Kai have corrected bugs and introduced some essential modifications and features since 7.14
you have to use the 7.24 version !!
I would have to install 7.14 to confirm, but I'm not surprised, as I said, passes were mostly unusable at some point.mosssi wrote: That's not the scene fault. But maybe I'm wrong. Can you confirm that the Composite channel in .exr file is the same as Beauty pass and RGB channel is empty instead?
yes was taking about Kai,mosssi wrote: Do you mean by Otoy's developers?
but,thinking more about it, should be pretty easy to make a script which parse the file names and create a network of blended octane texture nodes, based on UDIM convention.
I will give it a try.
right, but using octane nodes, they work differently but can achieve the same result as maya utility nodes.mosssi wrote: I mean all the Maya shading nodes like layer texture or multiply or ...
Ok so I think most of your problems come from the plugin version you used.
The only reason to use a previous plugin version would be to use the 7.6 version,
as Jimstar broke lot of things between 7.6 and 7.7, as for example particle motion blur.
But 7.6 also lack some essential features and bug corrections.
So I suggest to try the 7.24 version,
and if you still have some problems (or some new ones),
create your own topic in the forum (posts are easily lost in this giant thread).
viewtopic.php?f=109&t=53159
Pascal ANDRE
Although there are some more fixes to do yet, all batch render stuffs looks correct now. Thank you Calus and Kai.calus wrote: So I suggest to try the 7.24 version,
and if you still have some problems (or some new ones),
Maya 2016 SP6, Windows 10 x64, 4 x GTX 980 Ti
I have done a python script to handle UDIM textures with the Octane pluginmosssi wrote: Can not support UDIM for textures
(was realy easy to do re-using maya builtin function)
viewtopic.php?f=28&t=55801
Pascal ANDRE