OctaneRender® for Maya® 3.05.3 - 9.38 [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
  • Quick fix release: Implemented separate gradient processing for volume gradient nodes.

Windows

DOWNLOAD

OctaneRender for Maya 9.38

OctaneRender for Maya DEMO 9.38


Linux

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

DOWNLOAD

OctaneRender for Maya - 9.38 Linux

OctaneRender for Maya DEMO - 9.38 Linux


OSX

Installation:
- Just run the autoinstaller file.

DOWNLOAD

OctaneRender for Maya - 9.38 OSX

OctaneRender for Maya DEMO - 9.38 OSX
Last edited by JimStar on Thu Feb 16, 2017 10:44 pm, edited 1 time in total.
calus
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Location: Paris

JimStar wrote:
  • Quick fix release: Implemented separate gradient processing for volume gradient nodes.
Thanks :)
Pascal ANDRE
calus
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Location: Paris

I noticed that "create layer override" is now accessible in camera attributes's contextual menu,
must have been fixed in previous version, thanks :)
Pascal ANDRE
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Jolbertoquini
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Hi Jim,

I wrote a message before please forgot then...I check with Calus and all fine. but still weird Maya 2017 while using IPR if I save Maya crashed.


Best,
JO
Octane Render for Maya.
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calus
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Location: Paris

Jolbertoquini wrote:Maya 2017 while using IPR if I save Maya crashed.
I can't reproduce this crash in this version but I had this problem a lot in V2.
And there is definitively all kind of weird things happening when saving the scene while running Octane IPR.
I guess there is some conflicts between Octane IPR callbacks and Maya "on save" callbacks.
Anyway basically you can't really work in Maya while Octane IPR is running :
Other conflicts brake Undo, or prevent to move animated objects or to change any animated attributes, ... :(
Pascal ANDRE
calus
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Location: Paris

BUG: "by frame" setting and internal motion blur, render fail...

To render correct rotation motion-blur,
as for some reason the Plugin doesn't sample motion at higher frame-rate by himself (unlike other renderer),
we don't have another choice than to increase the scene frame rate and increase accordingly the "by frame" setting.
That's not very handy but could do the job if it was not broken ....
Attachments
MotionBlurInternalByFrameBug.zip
Sample scene with frame rate increased to 250 fps and the "by frame" setting increased to 10.
(12.91 KiB) Downloaded 255 times
maya_2017-02-13_21-02-54.png
Pascal ANDRE
calus
Licensed Customer
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Joined: Sat May 22, 2010 9:31 am
Location: Paris

@Jimstar,

At least can you add a Sub-sampling setting to the internal motion-blur please ?
(with default to 1)

This is needed for fast rotation motion-blur and for sub-sampled dynamics.

Here how looks currently in Maya the motion-blur of the rotation of a propeller :shock:
propellerRotationBlur.jpg



@ everyone having this problem,

the only workaround for the moment is to increase the frame rate of your scene (for example 25 fps to 250 fps), export to ORBX,
and render in Standalone with Batch Rendering, take care to set back in Standalone the Frame Rate to its original value of 25 fps and let the Subframe value to 1.
then the propeller motion-blur won't be square anymore but will describe a perfect circle.
octane_2017-02-15_18-59-58.png
Pascal ANDRE
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

In kernel setting the hard limit for the minimum value for Ao distance must be 0 not 0.01 :?

In V3 the Sample Environment GI mode in Direct Lighting Kernel have been removed.
To get the same effect we are supposed to use AO mode and set the Ao distance to 0.
Pascal ANDRE
abeoctane
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Hi callus, sorry to ask, but how can I select just one of my GPUs to render?, I am having a problem because if I uncheck "use all available Gpus at full power" octane dont do anything on IPR or Renderview, just sits there doing anything, I have to select this option for octane to render but it uses all of the gpus in my pc, I dont know if this is a bug or I am missing something, thank you.
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

abeoctane wrote:Hi callus, sorry to ask, but how can I select just one of my GPUs to render?, I am having a problem because if I uncheck "use all available Gpus at full power" octane dont do anything on IPR or Renderview, just sits there doing anything, I have to select this option for octane to render but it uses all of the gpus in my pc, I dont know if this is a bug or I am missing something, thank you.
This is definitively a Bug and I can consistantly reproduce your issue, or something similar.

In my case this happen with older scene but not in new scene,
I need to have zero GPU selected at first and run IPR once (the first GPU is then used by default),
but after that if I try to select several GPU or one in particular, the GPU selection become crazy and I can have this kind of result:

Code: Select all

// Octane engine log:
CUDA error 1 on device 0: invalid argument
  -> failed to bind device to current thread
device 0: failed to initialize resources
device 0: detected an error on render device! trying to recover...
CUDA error 1 on device 0: invalid argument
  -> failed to bind device to current thread
device 0: failed to initialize resources
device 0: failed to recover - giving up and switching device to failed
 //
:shock:
So I guess this is what happen also for you, all GPU failing.
Once I had this message, I constantly have the issue in the scene but with no error message this time,
until I start Maya again to stop the crazy GPU behavior.

I'm not sure what exactly is the trigger for this bug.
I need more time to find out what are the exacts conditions I need to have to reproduce this bug, this is very weird behavior.... :?
Pascal ANDRE
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