OctaneRender_for_Maya_4.0RC7_-_13.15 [ OBSOLETE ]

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BK
OctaneRender Team
Posts: 1440
Joined: Mon Oct 31, 2016 7:54 pm

Jolbertoquini wrote:Hi Bikram,

I realise specting strange with the sunsky node for some reason when I change name at each time when we start the name are changed basically use scripts, or hdrilightstudio doesn't work after start because the name changed at each time we re-open the scene doesn't matter the name we put in.

Please have a look at this easy to check I didn't realise until I was naming this nodes.


Cheers,
JO
Thank you for the post.
The Sunsky node is not a DAG node in the refactored plugin and the transform node is only for backward compatibility reason. The Sunsky node gets automatic naming accordingly to the SunSky's node name.
There is a bug in Maya so we plan to migrate the Sunsky node to DG type completely as soon as the plugin become completely stable. It will not have any unused parent transform anymore and will work exactly the same as Standalone.
Could you please share the Hdrlightstudio error message or the log?

Cheers
Kind Regards

bk3d
BK
OctaneRender Team
Posts: 1440
Joined: Mon Oct 31, 2016 7:54 pm

calus wrote:
akvahouse wrote:Hello, I haven’t been following octane updates for Maya for a long time, tell me please, does he support UDIMS? Because the manual has not been updated for a long time, the last version described there is 3.08.1 12.38-Beta (Manual publication date: 5 June 2018). Thanks for help))
It's kind of supported, you need to use the octaneImageTilesTexture node, but be aware that at the moment the usage is terrible:
- You need to load each tile one by one and know the grid of the UV pattern in advance.
- Also take care that viewport preview is wrong and you need to always click the "reload" button as the tiles don't load by themself.

The feature as it is integrated for now totally defeat the purpose of UDIM or any "tiled texture" convention, and makes it unusable in production, but well if you have no choice it's there.

Too bad JimStar for some reason didn't re-use (yet ?) the perfect builtin Maya command which could automatically find the UV tile indexes, populate the tiles path and generate the preview, based on the chosen pattern preset :UDIM, zbrush, mudbox, or explicit tiles.
Hi Calus,

Thank you for the suggestion!! We are investigating to see if we could make more intuitive also use the Maya command in future releases.

cheers
Kind Regards

bk3d
BK
OctaneRender Team
Posts: 1440
Joined: Mon Oct 31, 2016 7:54 pm

itsallgoode9 wrote:quick questions about V4-

1. In all pre-v4 versions, the Octane SunSky node was visible in the viewport. Generally I would link the rotation value of that visible node to the rotation value of the Octane SunSky node, so that I could adjust interactively instead of typing in rotations. It seems that node is now hidden--is there a way to make it visible?

2. Has the render refresh rate modifier been removed or just moved to a different location?
Hi Itsallgoode9,

Thank you !! Yes, but in the new refactored plugin the Octane Sunsky node is same as other render target node, for example, Kernel, passes, imager etc.. So, we are in the process of migrating it to DG type which is why the node is invisible.
We have a request ticket to implement our Standalone SunSky direction GUI to adjust the direction interactively.

Also, in the new plugin works more efficient asynchronous RenderView refresh, instead of polling used in the old plugin - so it does not need any "poll interval" settings.

Thanks again!!
Kind Regards

bk3d
itsallgoode9
Licensed Customer
Posts: 893
Joined: Thu Apr 03, 2014 9:04 am
Location: New York City
Contact:

BK wrote:
itsallgoode9 wrote:quick questions about V4-

1. In all pre-v4 versions, the Octane SunSky node was visible in the viewport. Generally I would link the rotation value of that visible node to the rotation value of the Octane SunSky node, so that I could adjust interactively instead of typing in rotations. It seems that node is now hidden--is there a way to make it visible?

2. Has the render refresh rate modifier been removed or just moved to a different location?
Hi Itsallgoode9,

Thank you !! Yes, but in the new refactored plugin the Octane Sunsky node is same as other render target node, for example, Kernel, passes, imager etc.. So, we are in the process of migrating it to DG type which is why the node is invisible.
We have a request ticket to implement our Standalone SunSky direction GUI to adjust the direction interactively.

Also, in the new plugin works more efficient asynchronous RenderView refresh, instead of polling used in the old plugin - so it does not need any "poll interval" settings.

Thanks again!!
Thanks! Overall liking the v4 plugin! Great to hear the GUI for the SunSky will be be back! For now I've just linked the rotations to cube to still have that interactive rotation. Any chance you will be eventually adding in the option of seeing the HDRI environment texture on the GUI sphere, like some of the other plugins have?

I have noticed that the RenderView refresh does work much better now! I need to test again but last night I was doing a render at 12k and it seemed like there might be a limit to its efficiency--it seems that at extra large resolution, that maya gets stuck in a loop of constantly updating the render image (it takes longer to update the image than it does to get to the next point of the update) and maya became unusable, even though it was still rendering (it was impossible to even press the stop button). Maybe that was just a fluke--have you tested more extreme resolutions, like that? Overall it does seem to work much better than in the past though!
Intel i7-3930K, 64gb RAM, Asus X79 Deluxe mobo, 2x EVGA 780 6gb (for rendering), 1x PNY quaddro k4000 (for display)
Windows 8.1 x64, Maya 2014, Octane Render v2
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

BK wrote:We are investigating to see if we could make more intuitive also use the Maya command in future releases.
Ok nice,
maybe I can save JimStar some investigation time,
here is my simple example of the Maya python utility usage returning I believe exactly the data needed for the Image Tile Texture node automation:

Code: Select all

import maya.cmds
import maya.app.general.fileTexturePathResolver

samplepath =  "C:/PROJETS/tests/sourceimages/UDIMnormal.1001.png" # path to one of your tile texture file
mode = 3  # value for the needed UV tiling convention: 0=OFF, 1=ZBRUSH, 2=MUDBOX, 3=UDIM, 4=EXPLICIT

token = maya.app.general.fileTexturePathResolver.getFilePatternString(samplepath, False, mode)
pathes = maya.app.general.fileTexturePathResolver.findAllFilesForPattern(token, 1)
UV = maya.app.general.fileTexturePathResolver.computeUVForFiles(pathes, token)

if len(pathes) > 0 :
    for n in range(len(pathes)):
        print("--------------------------------------------------")
        print("Explicit tile "+str(n)+" name:        " + pathes[n])
        print("Explicit tile "+str(n)+" position U:  " + str(UV[n*2]))
        print("Explicit tile "+str(n)+" position V:  " + str(UV[n*2+1]))
the script would return for example :

Code: Select all

--------------------------------------------------
Explicit tile 0 name:        C:/PROJETS/tests/sourceimages/UDIMnormal.1001.png
Explicit tile 0 position U:  0
Explicit tile 0 position V:  0
--------------------------------------------------
Explicit tile 1 name:        C:/PROJETS/tests/sourceimages/UDIMnormal.1002.png
Explicit tile 1 position U:  1
Explicit tile 1 position V:  0
--------------------------------------------------
Explicit tile 2 name:        C:/PROJETS/tests/sourceimages/UDIMnormal.1011.png
Explicit tile 2 position U:  0
Explicit tile 2 position V:  1
--------------------------------------------------
Explicit tile 3 name:        C:/PROJETS/tests/sourceimages/UDIMnormal.1012.png
Explicit tile 3 position U:  1
Explicit tile 3 position V:  1


Also the mel command

Code: Select all

ogs -regenerateUVTilePreview
is useful for viewport preview, but not sure Octane node can use it.
Pascal ANDRE
BK
OctaneRender Team
Posts: 1440
Joined: Mon Oct 31, 2016 7:54 pm

Thanks! Overall liking the v4 plugin! Great to hear the GUI for the SunSky will be be back! For now I've just linked the rotations to cube to still have that interactive rotation. Any chance you will be eventually adding in the option of seeing the HDRI environment texture on the GUI sphere, like some of the other plugins have?

I have noticed that the RenderView refresh does work much better now! I need to test again but last night I was doing a render at 12k and it seemed like there might be a limit to its efficiency--it seems that at extra large resolution, that maya gets stuck in a loop of constantly updating the render image (it takes longer to update the image than it does to get to the next point of the update) and maya became unusable, even though it was still rendering (it was impossible to even press the stop button). Maybe that was just a fluke--have you tested more extreme resolutions, like that? Overall it does seem to work much better than in the past though!
Hi itsallgoode9,
Thank you for sharing the workaround to control the Sunsky direction interactively.
We have added a request ticket to implement an Environment sphere dome to control the HDR Environment lighting, if possible.
Was it render a current frame command? What were the poly count and the texture size? Will try to replicate here.

Thanks again for your feedback !!

Cheers
Kind Regards

bk3d
BK
OctaneRender Team
Posts: 1440
Joined: Mon Oct 31, 2016 7:54 pm

calus wrote:
BK wrote:We are investigating to see if we could make more intuitive also use the Maya command in future releases.
Ok nice,
maybe I can save JimStar some investigation time,
here is my simple example of the Maya python utility usage returning I believe exactly the data needed for the Image Tile Texture node automation:

Code: Select all

import maya.cmds
import maya.app.general.fileTexturePathResolver

samplepath =  "C:/PROJETS/tests/sourceimages/UDIMnormal.1001.png" # path to one of your tile texture file
mode = 3  # value for the needed UV tiling convention: 0=OFF, 1=ZBRUSH, 2=MUDBOX, 3=UDIM, 4=EXPLICIT

token = maya.app.general.fileTexturePathResolver.getFilePatternString(samplepath, False, mode)
pathes = maya.app.general.fileTexturePathResolver.findAllFilesForPattern(token, 1)
UV = maya.app.general.fileTexturePathResolver.computeUVForFiles(pathes, token)

if len(pathes) > 0 :
    for n in range(len(pathes)):
        print("--------------------------------------------------")
        print("Explicit tile "+str(n)+" name:        " + pathes[n])
        print("Explicit tile "+str(n)+" position U:  " + str(UV[n*2]))
        print("Explicit tile "+str(n)+" position V:  " + str(UV[n*2+1]))
the script would return for example :

Code: Select all

--------------------------------------------------
Explicit tile 0 name:        C:/PROJETS/tests/sourceimages/UDIMnormal.1001.png
Explicit tile 0 position U:  0
Explicit tile 0 position V:  0
--------------------------------------------------
Explicit tile 1 name:        C:/PROJETS/tests/sourceimages/UDIMnormal.1002.png
Explicit tile 1 position U:  1
Explicit tile 1 position V:  0
--------------------------------------------------
Explicit tile 2 name:        C:/PROJETS/tests/sourceimages/UDIMnormal.1011.png
Explicit tile 2 position U:  0
Explicit tile 2 position V:  1
--------------------------------------------------
Explicit tile 3 name:        C:/PROJETS/tests/sourceimages/UDIMnormal.1012.png
Explicit tile 3 position U:  1
Explicit tile 3 position V:  1


Also the mel command

Code: Select all

ogs -regenerateUVTilePreview
is useful for viewport preview, but not sure Octane node can use it.
Thank you, Calus for this!!
Kind Regards

bk3d
haraga
Licensed Customer
Posts: 6
Joined: Tue Oct 18, 2011 11:43 pm

- You can now render several Octane layers in one batch render session - just specify the comma-separated list of layer numbers in Octane global "Batch render layers" setting.
Can you explain moor ,, this point ,
how can batch render the layers and how can apply pass on them .
BK
OctaneRender Team
Posts: 1440
Joined: Mon Oct 31, 2016 7:54 pm

haraga wrote:- You can now render several Octane layers in one batch render session - just specify the comma-separated list of layer numbers in Octane global "Batch render layers" setting.
Can you explain moor ,, this point ,
how can batch render the layers and how can apply pass on them .

Hi Haraga,

Thanks for the post. This is a new feature in our refactored plugin allowing us to render multiple Octane layers IDs with one Batch rendering command.

So, the IDs of your model can be assigned using "Octane Layer ID" under the Shape node.
To run- Batch render with passes, you would need to create a Render Layer and Passes node from the Octane Render tab> Render settings rollout.
Click on[>] (to select current node) button and select the passes. In the Render layer node Check/Enable the Octane layer, click on Fill to automatically list all the Octane layers from your scene. eg; 1,3,5,10 etc..
This can be done manually like we have mentioned in the log to specify the comma. Octane will automatically create folders with the layer name also save the passes related to the specified IDs.

Save the scene then we are ready for the Batch Render.

Please note: Octane render also support Maya native render layers, just make sure to add the camera.
Kind Regards

bk3d
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

HI Maya users,
do you also have problem with a lot of instances and slow evaluation times like we have in 3ds max?
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