OctaneRender® for Maya® 3.05.3 - 9.21 [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, 2015, 2016, 2016.5 and 2017 64-bit on Linux operating systems, and 2016, 2016.5 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=58640


CHANGES SINCE THE PREVIOUS VERSION
  • New 3.05.3 engine.
  • Minor fixes and improvements...

Windows

DOWNLOAD

OctaneRender for Maya 9.21

OctaneRender for Maya DEMO 9.21


Linux

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

DOWNLOAD

OctaneRender for Maya - 9.21 Linux

OctaneRender for Maya DEMO - 9.21 Linux


OSX

Installation:
- Just run the autoinstaller file.

DOWNLOAD

OctaneRender for Maya - 9.21 OSX

OctaneRender for Maya DEMO - 9.21 OSX
Last edited by JimStar on Tue Jan 17, 2017 10:51 pm, edited 1 time in total.
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Jolbertoquini
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Hi Jim,

Thanks a lot for the new update all great so far. We have just a requested of one issue for us is kind "essential for our workflow".

Basically if we export the scene from Maya with the option "export scene as merged alembic node in ORBX package" deactivated, we don't have the abc node as before we have something not working in the standalone.

We have the options at the standalone this options are ignored "import cameras", "Create camera inputs" and "load object layers" we had before a abc node with the camera inputs and the object layers options.

Please any advise, I just add some screenshot here.

Best,
JO
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maya options
maya options
IMG_12012017_102801.png (9.63 KiB) Viewed 5320 times
standalone options
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Octane Render for Maya.
https://vimeo.com/jocg/videos
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HMXMedia
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Basically if we export the scene from Maya with the option "export scene as merged alembic node in ORBX package" deactivated, we don't have the abc node as before we have something not working in the standalone.

We have the options at the standalone this options are ignored "import cameras", "Create camera inputs" and "load object layers" we had before a abc node with the camera inputs and the object layers options.
Hi Jim,

As Jo said we need something like this for our production workflow
maya Animated scene export feature request
maya Animated scene export feature request
calus
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HMXMedia wrote: As Jo said we need something like this for our production workflow
The attachment Request5.JPG is no longer available
After some tests I found that the actual exporter result is way better for any workflow,
and as I said you last time for your workflow, if you need one pin per shader map and one pin per object you have to disable
"merge material with same name" and " merge object layer with same name" in the import setting of the ABC node:
octane_2017-01-12_15-41-12.png
Also if you want to export object layer and get the same object layers in Standalone, you have to set the Bake ID to 1 in Maya for each object you want an object layer for.
(bake ID default to 0 in Maya, but in standalone there's no ID 0, so they are exported as 1 anyway,but if in Maya you change Bake ID from 0 to 1 you activate the exportation of the object layer for this object)
This solution is far from intuitive and not sure JimStar made this on purpose but it works, and for every workflow !
maya_2017-01-12_17-01-13.png
maya_2017-01-12_17-01-13.png (19.24 KiB) Viewed 5283 times
About the camera exported by the last version, it really works now, I mean every animated attributes in Maya are animated in standalone and are accessible,
this is not possible to have all these settings accessible and animated if the camera is in the ABC node.
Also I'm not sure you realize you can access to the same camera pin than for the ABC camera, by expanding the CameraNode out of the renderTarget node:
octane_2017-01-12_17-20-12.png
But I agree we should have an option to export the camera as embedded or not in the ABC node.

Here is a Maya very simple maya scene and the exported ORBX to illustrate my points:
ExportObjectLayerAndCameraAnim.zip
(22.33 KiB) Downloaded 238 times
ExpObjLayCamAnim.orbx
(132.8 KiB) Downloaded 251 times
octane_2017-01-12_15-26-22.png
Last edited by calus on Thu Jan 12, 2017 8:34 pm, edited 1 time in total.
Pascal ANDRE
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g0ll4m
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Sorry if this has come up before, what exactly does "new engine" mean?
Windows 10
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2 RTX 4090s 192 gb ram
calus
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g0ll4m wrote:Sorry if this has come up before, what exactly does "new engine" mean?
This is just to say that the Maya Plugin is compiled with the last version of Octane , which is the 3.05.3 and was released just yesterday.
You can see the changes for each "engine" version in the Octane Standalone section.
Pascal ANDRE
renmaxhb
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Changes since version 3.05.2:

Fixed texture environment mapping when X axis translation is set to anything different from zero (see viewtopic.php?p=300203#p300203 ).
Fixed a crash when setting any displacement texture UV transform scale component to zero (see viewtopic.php?f=86&t=58483 ).
Fixed a regression in the box mapping of 3.05.1.
Fixed the incorrect display of the viewport background image (see viewtopic.php?p=300824#p300824 ).
Fixed shadow catcher material to take media into account (see viewtopic.php?p=301031#p301031 ).

Im sure this is not fixed: Fixed shadow catcher material to take media into account (see viewtopic.php?p=301031#p301031 ).
calus
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renmaxhb wrote: Im sure this is not fixed: Fixed shadow catcher material to take media into account (see viewtopic.php?p=301031#p301031 ).
Well, I think it's fixed. Abstrax found one issue while looking at the problem in the scene you provided, but this is a different issue.

About your original issue: Shadow catcher not casting shadow when "alpha shadow" is enabled,
the answer was that this is a known limitation of V3, not a bug.
But I still have provided a new scene to confirm this, still waiting for the answer,
I will bump the post to be sure to get a final confirmation from Abstrax for this V3 limitation .
Pascal ANDRE
HMXMedia
Licensed Customer
Posts: 46
Joined: Tue Feb 17, 2015 7:06 pm

calus wrote:
HMXMedia wrote: As Jo said we need something like this for our production workflow
The attachment Request5.JPG is no longer available
After some tests I found that the actual exporter result is way better for any workflow,
and as I said you last time for your workflow, if you need one pin per shader map and one pin per object you have to disable
"merge material with same name" and " merge object layer with same name" in the import setting of the ABC node:
The attachment octane_2017-01-12_15-41-12.png is no longer available
Also if you want to export object layer and get the same object layers in Standalone, you have to set the Bake ID to 1 in Maya for each object you want an object layer for.
(bake ID default to 0 in Maya, but in standalone there's no ID 0, so they are exported as 1 anyway,but if in Maya you change Bake ID from 0 to 1 you activate the exportation of the object layer for this object)
This solution is far from intuitive and not sure JimStar made this on purpose but it works, and for every workflow !

Hi Calus,
many thanks for your respond I also have seen you last post as well thanks for that i realized that all camera attributes are perfectly coming under camera section now so camera input nodes are out of my concerns
also this baking group ID idea you shared is great now we can have separate object layer is also out of my concerns

But, having separate material inputs still very important part of our workflow.

1) Right now .abc node is compact and merge even we click check off merge materials as well as objects with same names from main octane standalone preferences under import alembic settings not sure why opened scene is not obeying preferences options?
preferences Issue
preferences Issue
2) To achieve separate input circles material I tried changing Import settings of geometry.abc node it self by clicking check off for merge materials and objects with same name as soon as we did that it all material connection are braked and there nothing connected to geometry.abc node We also loos all the camera options which was there before we cant re connect all the material to each node manually for large scene
material connections
material connections
Please help us to find way for this issue.
we really need ability to re connect defendant material nodes manually of particular surface in stand alone
Robot_Maya2017_3.05.3-9.21.rar
Exported_File
(5.26 MiB) Downloaded 249 times
Thanks
calus
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Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

HMXMedia wrote: 1) Right now .abc node is compact and merge even we click check off merge materials as well as objects with same names from main octane standalone preferences under import alembic settings not sure why opened scene is not obeying preferences options?

2) To achieve separate input circles material I tried changing Import settings of geometry.abc node it self by clicking check off for merge materials and objects with same name as soon as we did that it all material connection are braked and there nothing connected to geometry.abc node We also loos all the camera options which was there before we cant re connect all the material to each node manually for large scene

Please help us to find way for this issue.
For what you call "input circle" I use the word "pin"

A quick solution would be a LUA script in standalone which would reconnect mesh/material pins to their materials based on their names,
because each mesh/material pin name contain the name of his material.

Anyway, disabling "merge material with same name" in ABC node import setting, should not loose the connections in the first place,
I consider this is a bug, I will report the bug in Standalone section.

Also ideally, these ABC node's import settings, should be exposed in Maya in the ORBX exporter,
then we wouldn't have this problem of broken workflow each time JimStar change their default value.
Pascal ANDRE
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