OctaneRender® for Maya® 3.08RC1 - 12.15-Beta [ OBSOLETE ]

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BK
OctaneRender Team
Posts: 1454
Joined: Mon Oct 31, 2016 7:54 pm

Please Note:

!!! THIS IS THE BETA VERSION OF OctaneRender PLUGIN, IT IS RELEASED FOR INITIAL BUG HUNTING ONLY !!!
!!! DON'T USE IT FOR PRODUCTION, DON'T SAVE THE SCENES FROM THIS BETA VERSION FOR FUTURE USE, BE READY TO LOSE THEM IF YOU DO !!!
!!! SCENES SAVED IN THIS BETA VERSION ARE NOT GUARANTEED TO WORK IN SUBSEQUENT VERSIONS !!!


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 2016, 2016.5, 2017 and 2018 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 Octane Render™ Standalone on your machine.

For network slave and daemon please download the Standalone installer here:
viewtopic.php?f=33&t=65686

Please read the new features implemented from Octane Standalone 3.08 RC1 version HERE.


=============================================
NEW FEATURES OF THE REFACTORED VERSION
=============================================

  • - Fully reworked the internal scene and animation processing, to make it conformant with nowadays Octane engine's capabilities ('cause engine's structure changed significantly since the initial development of the plugin). Now the processing is more efficient, scalable, and more easily extendable by new complex features.
  • - Parts of Octane global settings are now re-implemented as separate Maya nodes' links (you can have many of these nodes in the scene, and use them as presets):
    1. Kernel node.
    2. Passes node.
    3. Imager node.
    4. Postprocessor node.
    5. Environment node.
    6. Environment node used for Visible Environment.
  • - Implemented the new caching scene translation mechanism. Keep in mind the new global setting "Frames to pre-cache" in Octane global settings. This setting allows to set up the frames span to be pre-loaded. New plugin structure now allows to pre-load the chosen animation span into Octane engine, only changing the current frame after that when you move the animation slider or progress towards batch rendering sequence. Without reloading the data every time (if no objects were changed). This allows to only fully translate the scene before the very first rendering session, and re-translate only changed objects after that, even when changing the current timeline position within this span range. For interactive mode this span will evenly surround the current frame, dynamically adopting to the current frame position and the length of the timeline. E.g. for value of 100: 50 frames before and 50 after the current timeline position if there are enough frames around the current frame. For the frame 5 on the [0:200] timeline - 5 frames before and 95 after. For the frame 5 on the [0:10] timeline - 5 frames before and 5 after. Etc. For batch rendering it will pre-cache only the frames after the current time. When the current frame pointer goes beyond the currently loaded frames span, the span gets re-loaded basing on the current frame pointer position. If your animation is long and heavy, and you are getting errors about out of GPU memory - then lower this setting. If you working on a still image or just one current frame for a long time - setting this value to "0" will speed-up the re-translation phase of rendering when objects are getting changed.
  • - After the first render is started (the scene data gets loaded), all subsequent renders will not reload the scene again and the render will start immediately. Only the objects that were changed will be reloaded, if any. If you want to force-reload them all (interactively) - use the "Reload" button of Maya's render view. Thus you only will experience the longer delay before rendering starts during the very first start of rendering session (if nothing significant was changed in the scene between sessions or course).
  • - Improved the performance of batch rendering. If "Frames to pre-cache" setting is set to high value - you will experience longer delay before the first frame starts rendering, but all subsequent frames will be rendered much faster, without re-translation of the scene for every frame...
  • - The geometry type attribute is now not needed with the new plugin structure. The plugin now tries to determine if an object is animated or not. For the cases where the plugin was not able to recognize it - there is a new "Animator data" setting in the objects, which allows to force the animation data of the object to be loaded or not loaded into the engine.
  • - Implemented the new more flexible objects' sampling mechanism. See the new "samples per frame" settings in both global and object's settings. Usable to smooth the motion blur of only chosen fast moving objects. If object's setting is "0" - then the global setting is used for this object.
  • - Implemented the new "ORBX material" node. Those who like to work directly with Octane shading nodegraph can now define the whole shading tree inside this material node (or import it from ORBX or OCS file), and use it the same as any other Octane material nodes in Maya scene...
  • - Implemented the new "ORBX proxy" node. Those who like to work directly with Octane nodegraph can now define the whole geometry with its shading tree inside this node (or import it from ORBX or OCS file).
  • - "Unpack ORBX resources" global setting controls how the resources of imported ORBX files are handled. If set, when importing ORBX files into ORBX materials and proxies - the internal resources (if any) will be unpacked into separate files which will be referenced by imported nodes directly. Otherwise - the imported nodes will have references to the imported ORBX file (which in this case will be automatically copied into "assets" section of Maya project during import).
  • - Script graph materials are now imported from LiveDB as ORBX material nodes.
  • - Implemented Octane rendering directly into Maya viewport (Maya 2016.5 and above). Now you can run Octane rendering session directly inside Maya viewport. You need to select the new "OctaneRender" mode in "Renderer" menu to start Octane session inside the viewport. Settings for that mode are available by selecting the square icon next to "OctaneRender" item in "Renderer" menu. Octane engine allows you to have only one rendering session active, so only one viewport can have active rendering session inside it. If you start IPR rendering inside Maya's RenderView - this will take over the session from the active viewport. After stopping the IPR session - the session will be returned back to viewport.
  • - Maya camera's image plane is now translated into rendered image's background. You need alpha channel setting enabled and "keep environment" setting disabled for that have any effect on the image being rendered.
  • - Implemented preview swatches for all Octane textures.
  • - Implemented the new "Max. MV displace" setting in geometry objects. This sets the max. displace value for normalized motion vectors loaded into the object's MV channel.
  • - Implemented the new normals-autosmooth settings for geometry objects.
  • - Reworked output image formats setup UI in global settings.
  • - Integrated the 3.08RC1 rendering engine, implemented its feature-set support. New OSL nodes, OSL camera, etc...
  • - Implemented uploading of the current scene to Octane cloud directly from inside Maya (menu "Octane -> Upload to Octane cloud").
  • - Implemented saving of render state of IPR and Interactive modes. If render was going on for time period more than set threshold ("State save threshold" in Octane global settings, in munutes), then after stopping the render you will be offered to save the render state. Next time when IPR or Interactive rendering is started (even after Maya or computer reload), if there is a saved render state for that scene, you will be offered to continue with the saved state or start rendering from scratch. This way you can e.g. start rendering in IPR session, then if you liked the result, stop it (saving render state), and later continue with this state in Interactive rendering session.
  • - Implemented indication of GPUs used for OS display (Windows only so far). It's better to avoid using these for rendering.
  • - You can now render several Octane layers in one batch render session - just specify the coma-separated list of layer numbers in Octane global "Batch render layers" setting.

Changes since the OctaneRender® for Maya® 3.08rc1 - 12.9- Beta Release:
  • - Fixed a bug with Maya's native visibility animation.
  • - Fixed a bug causing first frame rendered incorrectly sometimes.
  • - Fixed efficiency issue with translation of particle-system's output geometry.
  • - Fixed instance color texture bug: it sometimes failed to render the input file.
  • - Fixed installer issue with fbx library.
  • - Fixed HDR viewport buffer issue.
  • - Fixed render-output file name generation bug (batch render did not produce output in some cases due to this).
  • - Fixed the intermediate objects related bug happening sometimes in Maya 2017 and earlier.
  • - Fixed light-nodes IPR-refresh bug.
  • - Fixed issues happened when the plugin was set to be loaded dynamically together with a scene (didn't affect if the plugin was set to be auto-loaded).
  • - Empty kernel node now renders by default as "direct lighting" kernel (unlike Octane engine's default behaviour). New Maya's kernel node is now not created by the plugin on its own, to not interfere with user's scene.
  • - Implemented workaround for Maya's bug, sometimes losing plugin's logging output during batch rendering.
  • - Implemented workaround for Maya's bug: transforms of plugin-specific locator nodes are now named meaningfully during creation of new nodes.
  • - Implemented visibility support for image plane.
  • - Implemented support of ORBX proxies (and other Octane locators) to be rendered when used by instancer as geometry. However Maya's instancers are not capable to show these objects in Maya's viewport when instanced. I'll look into possible workarounds later...
  • - Implemented some checks of available physical RAM during translation stage, interrupting it if not enough (only for Pfx objects so far).
  • - Implemented camera-specific render settings.
Known issues:
- Octane engine has a bug with scene export. Mostly the scene export will work correctly, but in some special cases some file attributes of some nodes could be linked to non-existing files.
- Octane engine SDK currently has issues with its callback system on OSX, which makes it not working correctly in Maya's batch mode. The engine team will look into this later, but currently the batch rendering does not work on OSX because of it.
- Maya API's native UI gradient control is not flexible enough to support Octane data type for gradient texture UI, so this node still has "color-array-like" UI. I'll look into possible workarounds for it later. You can use Octane ORBX material if you like to use the native Octane UI gradient control.
- Autodesk developers are working on a new context-driven API for plugins. It started with Maya 2018, and in theory it must dramatically improve the scene translation performance for Octane when this API gets completed and polished. But in current state it is just partially implemented, and even those parts implemented are buggy and do not work correctly (even lead to Maya crashes sometimes when the plugin tries to use this new API).
So, Octane plugin now uses this new API whenever it is possible, but only in aspects where it works correctly. It already allowed to eliminate scrolling the timeline back and forth during scene translation for some particular objects that did not support context-driven data output earlier. But some Maya objects (like nHair for example) still don't support any kind of context-driven data output - neither old approach nor the new Autodesk API. And some objects which now (with Maya 2018) show some signs of starting to be supported by the new API (like e.g. instancer) - still don't work correctly with the new API and even crash in some cases.
Thus for now: for the scenes having such objects in them, expect the timeline is still scrolled back and forth during translation of the scene (this happens only when "Frames to pre-cache" is set to some noticeably-high value and only during the first translation or when such objects got changed during rendering session). This does not affect the rendering quality, it is mostly the matter of visual attraction of how Maya API supplies the plugin by objects' data from different time-contexts...
- Maya has few matrix data bugs in its API happening when moving a camera in a viewport. Currently I've implemented workarounds for Octane to make it work properly, but it might slightly lower the efficiency of movements during viewport rendering session. Autodesk confirmed these bugs after I reported them. So after they fix it - Octane will work even more efficient in the viewport rendering mode.

- Octane engine 3.08RC1 has some issue, producing the "Tried to access attribute via invalid ID A_USER_INSTANCE_ID" message (and some others similar) sometimes during scene export. Must be fixed in 3.08RC2.



Windows

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OctaneRender for Maya 12.15

For Octane for Maya Studio subscription users, please download it from the Subscription Tab Here.
Kind Regards

bk3d
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

I have a scene with a rigged character. None of the rigged mesh appear in the render. Only the ones that are static.
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

BK wrote: [*] - Empty kernel node now renders by default as "direct lighting" kernel (unlike Octane engine's default behaviour).
@JimStar,
No no no, this is wrong, Maya plugin must follow core defaults when possible.
"wireframe info kernel" makes perfect sens as a default when no kernel are connected.
This should not have been changed...
Please don't start again to change Core defaults with defaults coming from no-where. :(


However one default that doesn't make any sens in Octane core is what happen when there is no imager connected to renderTarget in SA,
the render apply a default tonemapping (2.2 gama ) :shock: , while it should just keep a linear/off response, as no imager = no tonemapping obviously !
But even that dumb default should not be changed in Maya plugin before trying to fix it first in Octane Core.
BK wrote: New Maya's kernel node is now not created by the plugin on its own, to not interfere with user's scene.
good choice.
No default nodes + "no kernel" defaulting to wireframe kernel will force new users to go in renderSetting and discover they can create kernels, environment, imager ....
Last edited by calus on Wed Mar 21, 2018 12:49 am, edited 3 times in total.
Pascal ANDRE
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

BK wrote: [*] - Implemented camera-specific render settings.[/list]
@JimStar,

Very nice !
Pascal ANDRE
BK
OctaneRender Team
Posts: 1454
Joined: Mon Oct 31, 2016 7:54 pm

Rikk The Gaijin wrote:I have a scene with a rigged character. None of the rigged mesh appear in the render. Only the ones that are static.
Hi Rikk,

Can you please upload a screenshot or share a sample scene?

Anyways, it sounds like you may need to set the Animator data as Force load from the Octane attribute?
Please check if it's set to don't load in the Shape node.

cheers
Kind Regards

bk3d
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

BK wrote:
Rikk The Gaijin wrote:I have a scene with a rigged character. None of the rigged mesh appear in the render. Only the ones that are static.
Hi Rikk,

Can you please upload a screenshot or share a sample scene?

Anyways, it sounds like you may need to set the Animator data as Force load from the Octane attribute?
Please check if it's set to don't load in the Shape node.

cheers
even force load doesn't work as is now, always have to save and reload the scene to have correct animation cache...

It's time to make a round of fixes on animation support I guess.
Pascal ANDRE
BK
OctaneRender Team
Posts: 1454
Joined: Mon Oct 31, 2016 7:54 pm

even force load doesn't work as is now, always have to save and reload the scene to have correct animation cache...

It's time to make a round of fixes on animation support I guess.
Hi Calus,

We will re-check tomorrow morning at work but can you confirm if the file attachment works? A simple quick scene with a single bone skinned to mesh.
force_load.zip
forceload
(10.2 KiB) Downloaded 266 times
Kind Regards

bk3d
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

BK wrote: We will re-check tomorrow morning at work but can you confirm if the file attachment works? A simple quick scene with a single bone skinned to mesh.
Nope doesn't work,
obviously as the scene has been saved and I open it, the first cache is correct ,
then if I move the bone at frame 5 for example to create a new key for example, the animation cache is never updated :shock:
so animation and viewport render are completely decoupled until I save and reload the scene.
So ok it can work in one sens but after each new key you have to save and reload the scene, not very interactiv/handy :lol:


But anyway no need to test skinned object animation to see it's not working:
- create a new scene, create render setting nodes, create a sphere.
- run IPR or Octane viewport
- set a key on the sphere, go to frame 10 move the sphere to create a new key.
> IPR or viewport render doesn't update animation, sphere is static
ok so maybe we can fix that:
- set Sphere transform animator data to "force load" > sphere is still static
- stop IPR and relaunch > sphere is still static
- change "precache frame" number, change timeline slider > sphere is still static
- save scene and load the scene again > animation cache is finally fixed !!!
well kind of fixed because cache loading is wrong anyway when playing animation or scrubbing the timeline, it's always one frame late,
you can check in viewport : wireframe and rendered geometry are decoupled while playing animation or while scrubbing the timeline.
IPR doesn't have the "one frame late" issue because it doesn't even refresh at all while playing animation or scrubbing the timeline.
Pascal ANDRE
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

REGRESSION BUG:

@JimStar,

To summerize about animation caching, there is a regression bug in this release :

- in previous beta plugin, caching animation was kind of working if using "force load" for all animated object. After the animation was modified, when running IPR the animation cache was also updated.

- now in this version the animation cache is correct for a pre-existing animation but never update if the animation is modified, except if you reload the scene. :shock:
Pascal ANDRE
BK
OctaneRender Team
Posts: 1454
Joined: Mon Oct 31, 2016 7:54 pm

calus wrote:REGRESSION BUG:

@JimStar,

To summerize about animation caching, there is a regression bug in this release :

- in previous beta plugin, caching animation was kind of working if using "force load" for all animated object. After the animation was modified, when running IPR the animation cache was also updated.

- now in this version the animation cache is correct for a pre-existing animation but never update if the animation is modified, except if you reload the scene. :shock:

Hi Calus,

Thank you so much for the report.
We have created a ticket on this.

Cheers
Kind Regards

bk3d
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