OctaneRender® for Maya® 3.05 - 9.13 [OBSOLETE]

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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, 2017 64-bit on Linux operating systems, and 2017 64-bit on OSX operating systems (including and above 10.9).

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 Octan eRender™ Standalone on your machine.


For network slave and daemon please download standalone installer here:
viewtopic.php?f=24&t=58104


CHANGES SINCE THE PREVIOUS VERSION
  • New 3.05 engine integrated.
  • Fixed render layers bug.
  • Minor fixes and improvements...

Windows

DOWNLOAD

OctaneRender for Maya 9.13

OctaneRender for Maya DEMO 9.13


Linux

Installation:
- Just run the installer to see its command line keys.

DOWNLOAD

OctaneRender for Maya - 9.13 Linux

OctaneRender for Maya DEMO - 9.13 Linux


OSX

Installation:
- Just run the autoinstaller file.

DOWNLOAD

OctaneRender for Maya - 9.13 OSX

OctaneRender for Maya DEMO - 9.13 OSX
Last edited by JimStar on Tue Dec 20, 2016 1:19 am, edited 1 time in total.
calus
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Location: Paris

JimStar wrote: CHANGES SINCE THE PREVIOUS VERSION
  • New 3.05 engine integrated.
  • Fixed render layers bug.
  • Minor fixes and improvements...
Can't we have more informative release log ?
For comparison, look at the same release for Lightwave:
juanjgon wrote: =============================================
RELEASE 3.05.0.0
=============================================

* NEW PLUGIN FEATURES:

- The LightWave camera pixel aspect parameter is now used to compute the Octane thin lens camera pixel aspect.
- Materials conversion tool available for the LightWave 11.6 plugin version.
- Several updates in the materials conversion tool:
+ Bypass the materials that already have an Octane material node linked to the root node "Material" input.
+ In auto mode, the Octane specular material is now added only if the LW surface has transparency (or textured transparency) and an IOR > 1.0
+ In auto mode, the Octane glossy material is used now if the LW surface has specularity (or textured specularity).
+ Some of the not textured LW surface parameters values are now set in the Octane nodes parameters.


* PLUGIN BUGS FIXED:
- Fixed a critical issue related to the rotation motion blur in objects with a not centered pivot point.

* NEW OCTANE FEATURES:
- Overhauled the rounded edges compilation and rendering.
- Replaced option "distributed ray-tracing" in the render passes node with the enum "distributed tracing mode" which provides a new option "non-distributed, no pixel filtering" that disables pixel filtering/anti-aliasing in all info passes, except AO, wireframe and render layer mask.
- Reduced the GPU memory usage of deep pixel rendering for larger images.

* OCTANE BUGS FIXED:
- Fixed crash in loop subdivision mode.
- Fixed device failure when a small film region is rendered with deep pixels.
- Fixed integer overflow during HDR tone mapping when huge images are rendered resulting in the bottom of the image being black.
- Fixed incorrect loading of some OpenVDB files with constant voxel groups, which don't have the background value.
- Fixed crash when a LiveDB material is unpacked locally.
Pascal ANDRE
calus
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About the openSubdiv level bug, I figured out something ( despite the zero information attitude),
If the OpenSubdiv level is lost when exporting to ORBX/Alembic this must be because of a change in Octane Core,
because older standalone version still load ORBX from maya with the good subdiv level.

Anyway whatever is the problem when importing Maya ORBX in standalone 3.05,
we can still set manually a general subdivision level in the geometry node "import settings ".
Hopefully this is not permanent, it was useful to have different subdivision levels for different objects.
Pascal ANDRE
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haze
OctaneRender Team
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Joined: Sun Feb 08, 2015 8:57 pm

Bikram has been working through the items you've sent him - Marcus pointed out that it is a possibility that there might be something wrong with the Scene Exporter in the SDK causing the subdiv level not to be exported, it'll get investigated.
teammach
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finally renderlayer ids are working again to create a proper rgb mask. Can someone explain what the new "layer pass color" is good for?
When you guys implement "multi masks" like other renderers doing since years? pleeease... its such a pain especially in animation...thx
calus
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teammach wrote:Can someone explain what the new "layer pass color" is good for?
This is to be used with the "object layer color" pass. This is to output custom color mask per object.
As you have direct control over the mask color, a typical usage is to output a Tricolor pass mask ( R G and B ).

But we don't have the "object layer color" pass in Maya UI, so the "layer pass color" attribute is useless for the moment.
Pascal ANDRE
teammach
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thanks for the explanation. Another "useless" addribute...otoy is it really that hard?

Can it be that the Motionblur (internal) attdributes have changed since v2? i need much higher figures in "cam shutter speed" and it takes much longer to
tranlate the scene once MB is activated. That was just the case with "subframe" before.
calus
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Joined: Sat May 22, 2010 9:31 am
Location: Paris

teammach wrote: Can it be that the Motionblur (internal) attdributes have changed since v2?
Yes motion-blur attributes have changed in V3, but Maya UI is still not updated,
we should have 3 shutter attributes instead of 1: Shutter time, shutter start, shutter end, and they use percentage not seconds ...
Pascal ANDRE
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