Re: OctaneRender® for Maya® beta 3.0 [CURRENT]
Posted: Wed Sep 19, 2012 5:36 am
can not exptor the mesh without UVS,renderspeed is down.
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No. Let's concentrate first on the couple of these new features... We should get the stable working release...hyubrad wrote:hi
does BETA 3.0 support GTX 6XX?
Some additional work will be done in next versions about renderspeed. As the more distinct meshes are loaded to Octane engine, the slower will be the rendering itself. So, I think only the instanced objects should be loaded as distinct meshes, and the objects explicitly stated as "proxy"...renmaxhb wrote:...renderspeed is down.
Try to set the "Swatch quality" in Octane settings to "0", and check if it still crashes...Krisonrik wrote:I haven't tested much of Octane for Maya since it's public beta release. This is the first time, but it crashed on me the moment I clicked on the create spec material button from the shelf under Octane tab. Also, somehow, everything seems to take forever to respond now.
Please give a bit more information on how does the instance work in Octane for Maya.
I also encounter that after assigning octane material to mesh and then open hypershade cause hard crash.
I agree that once we have an animation ready to render the plugin could automatically choose what geometry to load as distinct meshes (instances, geo with keys on the transform nodes or any parent nodes, deforming geometry) lets face it at that time we only want to update geo that needs to be updated, however when setting up a scene it would be good to be able to choose to load all geo as distinct meshes or at least all geo with a "movable" flag set (possibly what you meant by "proxy"?) as even though the render speed may be slower the workflow speed of being able to select and move any piece of geo or light etc. and have the render update instantly could well be worth it.JimStar wrote:So, I think only the instanced objects should be loaded as distinct meshes, and the objects explicitly stated as "proxy"...All has its cost... So, the system should balance between count of distinct meshes loaded (and the quicker multithreaded voxelizing as the consequence of more meshes) and the rendering speed...
Yes, I think about the same... I will do the way to force loading of all objects as distinct meshes (as it is forced in this version as default behaviour so far).TBFX wrote:I agree that once we have an animation ready to render the plugin could automatically choose what geometry to load as distinct meshes (instances, geo with keys on the transform nodes or any parent nodes, deforming geometry) lets face it at that time we only want to update geo that needs to be updated, however when setting up a scene it would be good to be able to choose to load all geo as distinct meshes or at least all geo with a "movable" flag set (possibly what you meant by "proxy"?) as even though the render speed may be slower the workflow speed of being able to select and move any piece of geo or light etc. and have the render update instantly could well be worth it.
Yes indeed, I plan it in the next versions and already have that code, just stubbed it so far before it will be fully functional...TBFX wrote:Will you be adding support for particle and nParticle instances?
I can remove it.p3taoctane wrote:Gidday JimStar
The rendering window that asks if you want to start this render because it will take x amount of time.
Is that optional? Can we have the ability to turn it off.![]()
Refracty wrote:If I use the particle instancer in Maya, the instanced particles doesn't show up in the Octane render window (IPR).
Is there a different workflow to use instances?
JimStar wrote:Yes indeed, I plan it in the next versions and already have that code, just stubbed it so far before it will be fully functional...TBFX wrote:Will you be adding support for particle and nParticle instances?