OctaneRender® for Maya® beta 3.0b [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

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JimStar
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Q-Games wrote:... I saw on the Octane blog a video of the plugin for 3DS Max rendering an animation in real-time ...
I think you saw just transforming the objects, not the "real time animation"... Octane engine can't load-voxelize-render each frame in 1/30 seconds (e.g. if you have 30 frames/sec animation), no matter which plugin uses this engine.
So, I think you saw just individual objects transformed in scene and refreshed in RenderView in almost real time... Of course it will be done the same way in Maya too.;) I'm working at the time on a couple of more important things you need, and when it will be released, the partial scene refresh (together with "proxy" objects marking as I wrote before) will be added in some of next versions...
RickToxik
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Hi!

So I've tried to play with particles a bit and here's what I experienced (I'm on maya 2013 SP2). Not 100% sure with all of them but:

- I cannot launch an IPR when there is no geometry in my scene (the renderview shows only a blue screen, it's not refreshing)
- The button "Render View" (IPR is ok) causes maya to freeze if there is no geometry in the scene(?)
- I had some trouble to understand how to shade the instances, but I followed what TBFX said in the version 3.0a thread and finally got it...
- There's still one error that's been around for a time. When I plug an hdr into my sun/sky, and then remove it (break the connection), the light does not work anymore, it says: "error getting environment texture value: (kFailure): Unexpected Internal Failure". I have to delete the light and create a new light.

I also have a feature that I'd like but I guess this is more up to the octane dev team... It would be cool if we could hide the texture environment of the sun/sky from the render, and choose a custom color for the background (like the environment from a maya camera).

It's really really cool that the virtual material applies to any instancing, not just with particle shading. BTW, I thought that Octane was supporting particles just like the software. Maybe it would be more accurate to say that octane support "particle instancing", not the particles themselves yet : )

The instancing looks really robust now. In fact it's really awesome how fast I get to see a clear image of my thousand objects!!!! yeah! Congrats! no crash anymore at any time it seems.
jmfowler
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Jimstar - I have also had the light intensity changing problem which occurred in an animation I rendered out - in some of the frames ( happens randomly) , one of the light shaders drops in intensity just for that frame and is then normal for the others - I've triple checked everything in my scene.

I rendered from the command line 26 frames, frame1 and frame 20 were slightly darker.

Cheers,
JF.
Maya 2013 / W7 64bit / Intel i7 980 / 24GB / Gigabyte gtx 580 3GB + 2*EVGA gtx 680 4gb / MB Gigabyte X58A-UD3R / NZXT Phantom - white/black case
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Q-Games
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JimStar wrote:
Q-Games wrote:... I saw on the Octane blog a video of the plugin for 3DS Max rendering an animation in real-time ...
I think you saw just transforming the objects, not the "real time animation"... Octane engine can't load-voxelize-render each frame in 1/30 seconds (e.g. if you have 30 frames/sec animation), no matter which plugin uses this engine.
So, I think you saw just individual objects transformed in scene and refreshed in RenderView in almost real time... Of course it will be done the same way in Maya too.;) I'm working at the time on a couple of more important things you need, and when it will be released, the partial scene refresh (together with "proxy" objects marking as I wrote before) will be added in some of next versions...
Well, the title of the blog's post says "Real-time hand animation", so I assumed it was an animation. ;)
I can't wait to have that level of response in Maya, thank you JimStar! 8-)
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JimStar
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OK, I've found some issue, the reason why emission glitches. Not only emission, all Octane nodes attributes which have the value of type octaneFloatTexture and value 1.0, right after starting the render will have some value that is lower than 1.0 (somewhere as 0.7-0.8)... It seems again some SDK issues, I've posted the info about it to engine developers, and made some temporary workaround in code - it will work OK so far in next version, just some efficiency of nodes pins values setting will be lost (not so much, I think you even will not notice it)... Later, after I will get the info about "how to eliminate it" from engine developers (or after it will be fixed in SDK) - I will return it back... And if it will happen before the next release of this plugin - I even will not have to do it, all will be OK without this workaround...;)

Thank you all for reporting! Image
RickToxik
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I also believe that the particle instancing only supports one object per instancing at this moment, I guess you already know that / supposed to be like that.

I am away from now but I was not able to instance multiple objects with one particle instancer last time. Cheers!
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TBFX
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RickToxik wrote:I also believe that the particle instancing only supports one object per instancing at this moment, I guess you already know that / supposed to be like that. I am away from now but I was not able to instance multiple objects with one particle instancer last time. Cheers!
Yes just checked this and octane seems to grab just the first object in the instancer list. (depending on how you have the objects set up to cycle it could pick a different one per frame but it only ever picks one for any given frame and doesn't distribute them the same as the instancer node does in the Maya viewport)

Here is a scene.
MultiObjTest.zip
(10.18 KiB) Downloaded 303 times
T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
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JimStar
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RickToxik, TBFX
Yes, thanks! I see where the issue is hiding.;) Will fix it soon...
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JimStar
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Fixed...;)
1.png
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JimStar
OctaneRender Team
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Location: Auckland, New Zealand

Next version HERE.;)
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