OctaneRender® for Maya® 3.08RC2 - 12.19-Beta[ OBSOLETE ]

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calus
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Last edited by calus on Fri Apr 06, 2018 4:50 pm, edited 1 time in total.
Pascal ANDRE
BK
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Jolbertoquini wrote:Hi Bikram,

I'm testing and I'm really happy with some fixes and the camera override (like rendertarget on standalone) what is missing the the node "Render layer" right now is on render settings on a other tab, usually on our workflow at Standalone we use different "render layers" settings for each render target node.

This would be great for extra and custom passes, based on the layers we want see will be more flexible as Standalone.

For me this would be a great change. the same way you have setup for passes on the same render settings tab add a place for render layer and aloud to override per camera. Please

Cheers,
JO

Hi Jo,

Thank you so much for your feedback.
Is it about implementing the Octane Render Layer node inside Octane for Maya's Node section?
Will get you an update soon if this is possible.


Cheers :)
Kind Regards

bk3d
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Jolbertoquini
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BK wrote:
Jolbertoquini wrote:Hi Bikram,

I'm testing and I'm really happy with some fixes and the camera override (like rendertarget on standalone) what is missing the the node "Render layer" right now is on render settings on a other tab, usually on our workflow at Standalone we use different "render layers" settings for each render target node.

This would be great for extra and custom passes, based on the layers we want see will be more flexible as Standalone.

For me this would be a great change. the same way you have setup for passes on the same render settings tab add a place for render layer and aloud to override per camera. Please

Cheers,
JO

Hi Jo,

Thank you so much for your feedback.
Is it about implementing the Octane Render Layer node inside Octane for Maya's Node section?
Will get you an update soon if this is possible.


Cheers :)

Sorry I didn't realise was a questions Yes please.

Cheers,
JO
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ciboulot
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Hi,
We tested OctaneRender® for Maya® 3.08RC2 - 12.19-Beta with maya 2018 this time.

Our workflow maya / octane / nuke is always the same :
Image format : EXR, zip, 16bit Half.
Alpha Channel : ON
Premultiplied alpha : ON
Keep environment : OFF
By default we disable aperture on cam (defocus in 2D), vigneting in imager (not present in passes), and calculate exr non multi-channel.

So,
IMAGE PLANE :
Work fine by default in maya 2018, but disappears whith exr format.


REALOAD ALL TEXTURES BUTTON :
Is it possible ?


MAYA RENDER LAYER AND OVERRIDE ATTRIBUT :
Work fine in maya 2018, not in maya 2016.5


LAYER COLOR PASSE :
Work fine in maya 2018 with Motion blur, defocus, ... Alleluia !,
but not in maya 2016.5


MOTION VECTOR PASSE :
OK, we can have Motion vector passe. Check Motion vector, make MB 3D disappears.
It's a good thing, but sometimes we need MB 3D + motion vector 2D to adjust/soft MB in post.
Most other soft gives possibility to activate or not MB 3D with motion vector.


MOTION BLUR 3D :
Animator data must be accessible in Channel box, like "movable/scatter" before. To quickly edit multiple object.
Why separate animator data in Transform and shape ?
By default, animator data in shape in "don't load" mode?

We saw big problems with setting "Frames to Pre-cache". Transform and shape animation playback is totally random or non -existent with this setting.
We must switch animator data in force load to have a good playback.
Please see the scene : test_octane_3-8RC2_maya2018_V05.ma


AOV and EXR MULTI CHANNEL :
Why put Aov extension after dot ("name.###.AOV.ext")?
This create unreadable image sequences for players. Usual naming in industry is always "name_AOV.###.ext"
We can use "name_###.AOV.ext" to work around the problem but not in any case (ex : "name_###.Light_passe_##.ext", try to load sequence in nuke )

A check box acivate/desactivate all passes, or override Passes node in Render Setting, would be nice to quickly build various maya render layers.

Important rendering issues in batch mode with "Save composite EXR File". Lights disappears !


EMISSION :
Default distribution value is set to 0.
So not emission by default ?


RAMP GRADIENT TEXTURE :
Yes we can use ORBX material> Octane Gradient node or baking image texture with maya ramp.
But A ramp node is very useful and basic in 3D workflow.
Why don't have color visual feedback and U, V, circle, Radial ramp preset ?



to be continued...
Attachments
test_octane_3-8RC2_maya2018_V05.zip
Frames to Pre-cache bug
(58.53 KiB) Downloaded 194 times
Laptop HP 8760w, I7, 16Go ram, Quadro fx3000m, Maya 2014, Octane 1.20a. Vimeo: http://vimeo.com/ciboulot/albums
BK
OctaneRender Team
Posts: 1454
Joined: Mon Oct 31, 2016 7:54 pm

Jolbertoquini wrote:
BK wrote:
Jolbertoquini wrote:Hi Bikram,

I'm testing and I'm really happy with some fixes and the camera override (like rendertarget on standalone) what is missing the the node "Render layer" right now is on render settings on a other tab, usually on our workflow at Standalone we use different "render layers" settings for each render target node.

This would be great for extra and custom passes, based on the layers we want see will be more flexible as Standalone.

For me this would be a great change. the same way you have setup for passes on the same render settings tab add a place for render layer and aloud to override per camera. Please

Cheers,
JO

Hi Jo,

Thank you so much for your feedback.
Is it about implementing the Octane Render Layer node inside Octane for Maya's Node section?
Will get you an update soon if this is possible.


Cheers :)

Sorry I didn't realise was a questions Yes please.

Cheers,
JO

Hi Jo,

thanks for the response. We would now have the Render layer in the next release :)

cheers
Kind Regards

bk3d
BK
OctaneRender Team
Posts: 1454
Joined: Mon Oct 31, 2016 7:54 pm

ciboulot wrote:Hi,
We tested OctaneRender® for Maya® 3.08RC2 - 12.19-Beta with maya 2018 this time.

Our workflow maya / octane / nuke is always the same :
Image format : EXR, zip, 16bit Half.
Alpha Channel : ON
Premultiplied alpha : ON
Keep environment : OFF
By default we disable aperture on cam (defocus in 2D), vigneting in imager (not present in passes), and calculate exr non multi-channel.

So,
IMAGE PLANE :
Work fine by default in maya 2018, but disappears whith exr format.


REALOAD ALL TEXTURES BUTTON :
Is it possible ?


MAYA RENDER LAYER AND OVERRIDE ATTRIBUT :
Work fine in maya 2018, not in maya 2016.5


LAYER COLOR PASSE :
Work fine in maya 2018 with Motion blur, defocus, ... Alleluia !,
but not in maya 2016.5


MOTION VECTOR PASSE :
OK, we can have Motion vector passe. Check Motion vector, make MB 3D disappears.
It's a good thing, but sometimes we need MB 3D + motion vector 2D to adjust/soft MB in post.
Most other soft gives possibility to activate or not MB 3D with motion vector.


MOTION BLUR 3D :
Animator data must be accessible in Channel box, like "movable/scatter" before. To quickly edit multiple object.
Why separate animator data in Transform and shape ?
By default, animator data in shape in "don't load" mode?

We saw big problems with setting "Frames to Pre-cache". Transform and shape animation playback is totally random or non -existent with this setting.
We must switch animator data in force load to have a good playback.
Please see the scene : test_octane_3-8RC2_maya2018_V05.ma


AOV and EXR MULTI CHANNEL :
Why put Aov extension after dot ("name.###.AOV.ext")?
This create unreadable image sequences for players. Usual naming in industry is always "name_AOV.###.ext"
We can use "name_###.AOV.ext" to work around the problem but not in any case (ex : "name_###.Light_passe_##.ext", try to load sequence in nuke )

A check box acivate/desactivate all passes, or override Passes node in Render Setting, would be nice to quickly build various maya render layers.

Important rendering issues in batch mode with "Save composite EXR File". Lights disappears !


EMISSION :
Default distribution value is set to 0.
So not emission by default ?


RAMP GRADIENT TEXTURE :
Yes we can use ORBX material> Octane Gradient node or baking image texture with maya ramp.
But A ramp node is very useful and basic in 3D workflow.
Why don't have color visual feedback and U, V, circle, Radial ramp preset ?



to be continued...
Hiya ciboulot,

Thank you so much for the feedback

We are currently investing on these issue. Hopefully will get it fixed ASAP.

Cheers :)
Kind Regards

bk3d
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Tharso
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Joined: Mon Apr 05, 2010 3:11 pm
Location: Brasil
Contact:

thank you for the new release and the image plane video. I love those videos.
BK
OctaneRender Team
Posts: 1454
Joined: Mon Oct 31, 2016 7:54 pm

Tharso wrote:thank you for the new release and the image plane video. I love those videos.

Hi Tharso,

It good to see your message. Thank you so much for testing the new plugin and your positive feedback :D

oh btw, have you tried the viewport render yet??

Cheers
Kind Regards

bk3d
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Tharso
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Joined: Mon Apr 05, 2010 3:11 pm
Location: Brasil
Contact:

BK wrote:
Tharso wrote:thank you for the new release and the image plane video. I love those videos.

Hi Tharso,

It good to see your message. Thank you so much for testing the new plugin and your positive feedback :D

oh btw, have you tried the viewport render yet??

Cheers
Yes,, I tried it and is very nice indeed, lovely feature.
(( 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 )) -> This is the best thing for me too. Keep the good work guys. !!

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

Tharso wrote:
BK wrote:
Tharso wrote:thank you for the new release and the image plane video. I love those videos.

Hi Tharso,

It good to see your message. Thank you so much for testing the new plugin and your positive feedback :D

oh btw, have you tried the viewport render yet??

Cheers
Yes,, I tried it and is very nice indeed, lovely feature.
(( 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 )) -> This is the best thing for me too. Keep the good work guys. !!

Cheers
HiTharso,

Yes indeed it's a lovely feature. Thanks to Jim :)

Please feel free to let us know if you have any feedback.

cheers
Kind Regards

bk3d
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