So I am a vfx artist in the LA area and we are making a short
feature. I was hoping to use Octane to render. We are using 2 GTX 690
cards in Maya. Any chance we can get a Kepler test build like you have
for 3ds Max? I personally have been using the 3ds Max Kepler build and
with the 2 690 cards and am loving the results. After rigging up some
massive cooling for the 2 cards (6000 Kepler cores get really hot)
renders are stable and come out full 1080p at about 10 seconds to
update geo and 20 seconds for 512 samples path tracing. I know that
you guys are working hard to get Kepler support all packages, so thank
you. Just thought I would ask. Thanks in advance! We are excited to
get moving on this project and would love to show off the beauty of
your render engine in the process.
-Natalie
Re: OctaneRender® for Maya® beta 2.58n [CURRENT]
Posted: Mon Aug 20, 2012 10:11 pm
by TBFX
Hi JimStar,
The plugin is getting really solid now, I'm using it for a few VFX shots for a short film and it's performing well. For this project I'm using post 2d blur for my motion blur however I have one coming up that I'd love to use Octane for Maya for that will only use camera motion.
In the standalone using command line to render you can specify the next frame camera position and have true motion blur rendered for camera movement. I was wondering if this is exposed in the SDK you have? If so is it possible to integrate into the plugin and give us a switch in the render settings to turn it on or off?
It'd be great if when we stored images in the render view the stats (rendertime, samples etc) were stored with them at that time so that when we compare different renders we could still see them. Also if you change settings like max samples in render settings the render time stats reset even though the render is still live.
Loving the texure view and file sequences.
T.
Re: OctaneRender® for Maya® beta 2.58n [CURRENT]
Posted: Tue Aug 21, 2012 9:57 pm
by jmfowler
personally I would like to see instancing working before anything next, I need this for many of the projects I have on schedule for the next 2 months...
Re: OctaneRender® for Maya® beta 2.58n [CURRENT]
Posted: Tue Aug 21, 2012 11:04 pm
by TBFX
If I have an IPR render active and select multiple nodes in the outliner and then change an attribute on them in the channel box the attribute is changed on all of the selected nodes as one would expect however only the last one selected is updated in the active render.
T.
Re: OctaneRender® for Maya® beta 2.58n [CURRENT]
Posted: Wed Aug 22, 2012 7:11 am
by JimStar
TBFX wrote:If I have an IPR render active and select multiple nodes in the outliner and then change an attribute on them in the channel box the attribute is changed on all of the selected nodes as one would expect however only the last one selected is updated in the active render.
T.
Thanks, I will check it.
Re: OctaneRender® for Maya® beta 2.58n [CURRENT]
Posted: Thu Aug 23, 2012 8:00 am
by JimStar
Hatak wrote:Use marble for bump. After ~24 sample, the render window fast reboot and bump map change.
Can you give me the scene in which you get this problem?..
Re: OctaneRender® for Maya® beta 2.58n [CURRENT]
Posted: Thu Aug 23, 2012 8:56 am
by Hatak
JimStar I don`t save it. I try rebuild this bug. (:
Re: OctaneRender® for Maya® beta 2.58n [CURRENT]
Posted: Thu Aug 23, 2012 3:12 pm
by Hatak
Sorry. I don`t say it was, when animate attribute "Offset" (:
Re: OctaneRender® for Maya® beta 2.58n [CURRENT]
Posted: Thu Aug 23, 2012 4:23 pm
by nick
the UV Texture Editor will not display any images/texturemaps that use the Octane Image Texture
Re: OctaneRender® for Maya® beta 2.58n [CURRENT]
Posted: Thu Aug 23, 2012 10:34 pm
by jmfowler
Nick - I just make a surface shader and align my UV's like that then switch it over to octane shader once its setup. As i understand - octane Maya needs its own specific image node so that's prob why it doesn't show up in UV editor.