OctaneRender® for Maya® 3.04.4 - 9.2 Win [OBSOLETE]

Sub forum for non-production plugin releases
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JimStar
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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®.

Maya® Version Requirements

This release will work with Maya® Versions 2015, 2016, 2016.5 and 2017 64-bit on MS Windows operating systems.

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.


CHANGES SINCE THE PREVIOUS VERSION
  • Fixed Octane mesh attributes UI in Maya 2017.
  • Fixed Maya 2015 crash.
  • Minor fixes and improvements...
DOWNLOAD

OctaneRender for Maya 3.04.4 - 9.2

For network slave and daemon please download standalone installer here:
viewtopic.php?f=24&t=57372


Yours,
The OctaneRender™ Team.
Last edited by JimStar on Mon Nov 28, 2016 1:33 am, edited 1 time in total.
renmaxhb
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Jim,thanks,we love this Efficiency :D
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Jolbertoquini
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JimStar wrote: CHANGES SINCE THE PREVIOUS VERSION
  • Fixed Octane mesh attributes UI in Maya 2017.
  • Fixed Maya 2015 crash.
  • Minor fixes and improvements...
Wow this was quick! :o :shock: Thanks Guys, for all your effort it's a big pleasure!

:D :D :D :D :D :D
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Jolbertoquini
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Hi Jim,

I have a problem to achieve this results viewtopic.php?f=24&t=56856&p=291755&hil ... nt#p291755 with hair.
First problem is to connect the nhair on the shader on Maya 2017 but I guess this is Autodesk I don't have any Octane option available I have to do it via mel script to have my shader.
ex;
connectAttr -f octaneGlossyMaterial1.outColor pfxHair1.octMaterial;

And then the "W coordinate" node I guess named on maya plug as "octaneWTexture" doesn't seams to work for me. On the standalone we have to types of hair "Hair length" and ""Segment count" but I saw a new one called "Use hair W" and this is so confusing I didn't see such option on Standalone and aswell doesn't render any hair.

I attach scene here:

Please don't hesitate to tell me what I have done wrong? Thanks Guys :)
Attachments
What I would like to achieve
What I would like to achieve
hair_small.gif (1.85 MiB) Viewed 4680 times
hair.rar
Maya scene
(32.28 KiB) Downloaded 264 times
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Jolbertoquini
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Hi Jim,

Me Again, batchrender are not working the first frame are rendered right the others is not showing right, I attach here the renders...I have Maya 2017

Best,
JO
Attachments
Frame 01
Frame 01
Frame 02
Frame 02
NPARTICLES_test_11584_0002.png (3.54 KiB) Viewed 4656 times
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JimStar
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Jolbertoquini wrote:Hi Jim,

Me Again, batchrender are not working the first frame are rendered right the others is not showing right, I attach here the renders...I have Maya 2017

Best,
JO
I'll fix it in next version, after weekends.
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JimStar
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Location: Auckland, New Zealand

Jolbertoquini wrote:Hi Jim,

I have a problem to achieve this results viewtopic.php?f=24&t=56856&p=291755&hil ... nt#p291755 with hair.
First problem is to connect the nhair on the shader on Maya 2017 but I guess this is Autodesk I don't have any Octane option available I have to do it via mel script to have my shader.
ex;
connectAttr -f octaneGlossyMaterial1.outColor pfxHair1.octMaterial;

And then the "W coordinate" node I guess named on maya plug as "octaneWTexture" doesn't seams to work for me. On the standalone we have to types of hair "Hair length" and ""Segment count" but I saw a new one called "Use hair W" and this is so confusing I didn't see such option on Standalone and aswell doesn't render any hair.

I attach scene here:

Please don't hesitate to tell me what I have done wrong? Thanks Guys :)
You need to assign Octane materials for hair in pfx transform, you have a field for that in its attribute editor. This is made to have a flexible material setup for different hair strands or a whole groups of them. You can search on a forum the old discussions with TBFX regarding how this should be implemented.
You can use this Blender tutorial to see how a new hair gradients work ('cause it is implemented similarly in Blender): viewtopic.php?f=32&t=56866
calus
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JimStar wrote: You need to assign Octane materials for hair in pfx transform, you have a field for that in its attribute editor. This is made to have a flexible material setup for different hair strands or a whole groups of them. You can search on a forum the old discussions with TBFX regarding how this should be implemented.
To comment on that, I think it was a mistake to implement hair material at Transform level instead of pxfShape level,
you shouldn't have let TBFX convince you, ;)
for once, this was mainly to fit its own singular workflow, making long hair with paintFX instead of using Maya nHair...

I do a lot of fur on characters using hundreds of pfx strokes (as Octane doesn't support Xgen),
and I admit it's handy to apply the material on the top hierarchy,
but it would be just as much handy to just have a mel command connecting one material to multiple pfx,
just one more button in the shelf...

The price to pay (polluting all transforms with PFX specific attributes) is too high compared to the benefit,
especially since the paintFX workflow in Maya already use specialized mel commands to edit pfx strokes by batch.

But I guess it's way too late to change that for compatibility reason, right ?
Pascal ANDRE
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Jolbertoquini
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JimStar wrote:
Jolbertoquini wrote:Hi Jim,

I have a problem to achieve this results viewtopic.php?f=24&t=56856&p=291755&hil ... nt#p291755 with hair.
First problem is to connect the nhair on the shader on Maya 2017 but I guess this is Autodesk I don't have any Octane option available I have to do it via mel script to have my shader.
ex;
connectAttr -f octaneGlossyMaterial1.outColor pfxHair1.octMaterial;

And then the "W coordinate" node I guess named on maya plug as "octaneWTexture" doesn't seams to work for me. On the standalone we have to types of hair "Hair length" and ""Segment count" but I saw a new one called "Use hair W" and this is so confusing I didn't see such option on Standalone and aswell doesn't render any hair.

I attach scene here:

Please don't hesitate to tell me what I have done wrong? Thanks Guys :)
You need to assign Octane materials for hair in pfx transform, you have a field for that in its attribute editor. This is made to have a flexible material setup for different hair strands or a whole groups of them. You can search on a forum the old discussions with TBFX regarding how this should be implemented.
You can use this Blender tutorial to see how a new hair gradients work ('cause it is implemented similarly in Blender): viewtopic.php?f=32&t=56866
Hi Jim,

I tried and nothing still not working as the guys did on standalone...Please could you modifie the scene I send you and send me back please.
I personally have to see TGFX we use as workflow generate hair style with xgen export the setup of curves and then we attach on Nhair we get really good results and much more flexible because we can use other plug as Shave hair cut or Ornatrix so because octane plug doesn't support this plugs we convert then on nhair.

If could explain this with more details...

Thanks.
JO
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
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Jolbertoquini
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JimStar wrote:
Jolbertoquini wrote:Hi Jim,

Me Again, batchrender are not working the first frame are rendered right the others is not showing right, I attach here the renders...I have Maya 2017

Best,
JO
I'll fix it in next version, after weekends.
Great thanks
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
--------------------
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