OctaneRender® for Maya® 3.08.1 - 12.35-Beta[OBSOLETE}

Sub forum for plugin releases

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calus
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rudigude wrote:Thanks!

I'm having the impression that this attributes are resetting to "don't load" from time to time. But I will try to be more assertive about this. I hope in the next update "Automatic" is set by default.

Mesh Network doesn't appear in Batch render even with "Force load", I'm used to caching to alembic since older versions, but there's an intention to render without this workaround? (on IPR works normally)

Cheers
not sure what you mean, but the best way to render alembic mesh is through the new ORBXproxy node,
the alembic is only loaded at render time in Octane, only downside is that you can't offset time.
Pascal ANDRE
Rikk The Gaijin
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Finally a version that seems usable, at least from my 20 min. tests.
Just an heads up, when you create a OctaneSky node, it's just called "transform1" in the Outliner, it makes it difficult to find.

Also, after a while the IPR stopped refreshing automatically for some reason...
calus
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Location: Paris

rudigude wrote: I'm having the impression that this attributes are resetting to "don't load" from time to time. But I will try to be more assertive about this. I hope in the next update "Automatic" is set by default.

Mesh Network doesn't appear in Batch render even with "Force load", I'm used to caching to alembic since older versions, but there's an intention to render without this workaround? (on IPR works normally)
right, there is something very wrong with "animator data" in this release.

I noticed even simple keyframe animation are not detected with "automatic" mode.

Also very strange, when a transform is keyed it is automatically set to "force load", then if you change to "automatic" Maya complains an objetc which doesn't exist in the scene :shock:

Code: Select all

setAttr "pSphere1.octTrAnimData" 1;
// Error: line 1: setAttr: No object matches name: pTorus1.octTrAnimData //
Pascal ANDRE
calus
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@JimStar,

Out Of Core must not be enabled by default, please stop using wrong defaults like in the old plugin,
THE MAYA PLUGIN MUST RESPECT STANDALONE DEFAULTS !!!!!!!!

For the record, there is a valid reason why Out of Core is disabled by default in Standalone,
just read what is explained in SA preference UI. (check attached screenshot, this is default setting after removing preference).
octane_2018-05-14_11-33-38.png

Anyway most of the setting in render settings are badly implemented in the plugin, because only a few of them should be scene dependent :(
Last edited by calus on Mon May 14, 2018 10:13 pm, edited 1 time in total.
Pascal ANDRE
Renart
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Speaking of default settings.

Is it possible to get basic nodes already connected in the materials or textures? Like this we don't have to create a Transform or Projection node every single time. Same goes for the render settings (environement, kernel..) and other stuff etc.
A lot of Inputs are hidden in the material nodes. The way is currently working when creating shaders is really not convenient. Also when creating octane nodes, most of the time a default Maya projection node is attached and have to be deleted.

I would love to see all these small things improved to make sure the workflow is as smooth as possible. At the moment it's not really the case and I hope it will be changed :)

Oh! And support of more Maya feature would be awesome! (spotlights!)
As well as a custom Render windows maybe :)

I recently tried the plugin for Modo and I was very surprised to see how the plugin manage to translate Modo things pretty accurately without having to convert anything. The render is pretty close to the original Modo one but with the Octane magic touch.


These are my wish list and I'm sure I'm not the only one.

Keep up the good work! :D
rudigude
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calus wrote:
rudigude wrote: I'm having the impression that this attributes are resetting to "don't load" from time to time. But I will try to be more assertive about this. I hope in the next update "Automatic" is set by default.

Mesh Network doesn't appear in Batch render even with "Force load", I'm used to caching to alembic since older versions, but there's an intention to render without this workaround? (on IPR works normally)
right, there is something very wrong with "animator data" in this release.

I noticed even simple keyframe animation are not detected with "automatic" mode.

Also very strange, when a transform is keyed it is automatically set to "force load", then if you change to "automatic" Maya complains an objetc which doesn't exist in the scene :shock:

Code: Select all

setAttr "pSphere1.octTrAnimData" 1;
// Error: line 1: setAttr: No object matches name: pTorus1.octTrAnimData //
Good to know that It's not only me!

What made my Question unintelligible is that I was meant to say "MASH Network" not "mesh network"... hehe It will be nice not to have to cache an Alembic every time for batch render to work with MASH

I'm still struggling here with the "animator data", sometimes goes on, some times not, if I animate visibility then things may not show up on batch render. So I started using "General Visibility" since is on the Octane Side hoping for the best.
I will try to use this "ORBX Pack" with Alembic files even if I have to re-export the Alembic after timing adjustments. Because this unstable translation is driving me nuts, I didn't find a 100% workflow solution. Hope this solves for alembic.

Thanks
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Tharso
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congratulations again for the new release. keep the good work !

Cheers
Rikk The Gaijin
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But there is something I truly don't understand. If it's possible to assign an ORBX Material that effectively enables the Standalone UI, why can't the whole plugin use the standalone UI?? I really don't get it... :?
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Tharso
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what a crazy sun and sky. How can I rotate it in a logic way??
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Tharso
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Image

I was in love with octane playing for a hour but I did some undos and octane dont open ipr more and bugged my viewport with some transparent meshs. =?
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