OctaneRender® for Maya® beta 3.0c [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

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JimStar
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jmfowler wrote:sorry I should have been clearer - ( I realize that there's a current workaround with 3.0c - I just wasn't sure why the light intensity was so vastly different from 2.58)

for my scene - with such a massive difference in light intensity, should I increase cameras exposure/ISO? or increase the lights intensity? ( if I change camera I will get too much environment light? )
I think it will be more reasonable to render your job in 2.58q to get the right image... I would have done so...

TBFX
Yes, I mean SDK, when wrote "engine"...;) I hope it will be OK with it soon... too much work for engine developers at the time... I will release the new version as soon as get the next SDK release, and so far - I will just add some other things that must be done: e.g the meshes merging to increase the render speed...
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TBFX
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jmfowler wrote:for my scene - with such a massive difference in light intensity, should I increase cameras exposure/ISO? or increase the lights intensity? ( if I change camera I will get too much environment light? )
If you're stuck trying to do this in 3.0 due to your lack of fermi cards I'd try lifting the exposure in camera settings and dropping the power of your environment texture way down to compensate. At least then you only have two settings to adjust all lights in the scene. I've done this when using an environment with the sun painted out and replaced with an Octane light at a great distance to get faster renders and it seems to work ok.

Hope the new SDK isn't far away as this is quite a crippling bug, makes it hard to put this version through any real world testing.

T.
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doctorpangloss
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My world would become a lot easier if there existed a Kepler-supporting build of any kind that I could run on my Macbook Pro Retina... Windows or Mac, doesn't matter. Just has to be Maya and Kepler. I have a Pixar interview coming up this Friday and it would be nice to demo some of this for them on a laptop.

-Ben
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Q-Games
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JimStar, any chance to have the sky rotation values adjustable with a slider, like in the Standalone version of Octane? Having to enter the values by typing it, is a bit annoying. :cry:
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jmfowler
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TBFX wrote:
jmfowler wrote:for my scene - with such a massive difference in light intensity, should I increase cameras exposure/ISO? or increase the lights intensity? ( if I change camera I will get too much environment light? )
If you're stuck trying to do this in 3.0 due to your lack of fermi cards I'd try lifting the exposure in camera settings and dropping the power of your environment texture way down to compensate. At least then you only have two settings to adjust all lights in the scene. I've done this when using an environment with the sun painted out and replaced with an Octane light at a great distance to get faster renders and it seems to work ok.

Hope the new SDK isn't far away as this is quite a crippling bug, makes it hard to put this version through any real world testing.

T.
Thats a good idea - thank T.

I realize that 3.0+ is in testing but given the random change in light intensity for animation rendering in 2.58q I don't have much choice.
Not sure when the kepler build for maya is coming but my fingers are crossed its soon otherwise I'm going to have a big problem with my client. I tried maxwell for some of my scenes but it takes too long to clean up per frame( and even then its quite grainy in the darker areas) - the cost of rendering out my animation on Rebus (maxwell) was way too high.
getting anxious now - supposed to start rendering end of this week....
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TBFX
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jmfowler wrote:I realize that 3.0+ is in testing but given the random change in light intensity for animation rendering in 2.58q I don't have much choice.
Hmm. I've done quite a bit of rendering in 2.58n-q on my current job and haven't had any issues with random light intensity changes apart from one shot where I rendered part of it with the fast animation option and then the rest of it the slow way once things started moving, but the intensity was consistent for each type of render and I couldn't reproduce it in a different scene.

T.
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jmfowler
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ok - I'll have to go and check my scene again.
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Q-Games
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I have a couple of requests for JimStar:
● Will it be possible to make the plugin to remember the last path used for the textures? Everytime I click the File box to assign a texture, by default it points to the project root, so I have to manually browse through the folders where the textures are. When you have dozens of texture this is very annoying :cry:

● How can I reuse the same texture on different materials without load them multiple times? Normally in Maya, you go to the Textures tab in the hypershade, and drag the existing texture into the diffuse/bump/specular node of your material. However, with the Octane material it seems I cannot drag the OctaneImageTexture node into the material slot, so basically if a texture is used in multiple materials, I have to load it multiple times. This is not only annoying to do, but also it uses much more memory than it should. :cry:

● Can you please set the default texture Power to 1.000? Why by default is set to 0.900?! :cry:

● Once you have created an OctaneMaterial, let's say a diffuse one, how can you change it into another type, for instance a Specular material, without having to create a brand new one and re-set all the option? In the standalone version you can always change the type of material and Octane will remember the current settings.

● For a clean scene sake, can you assign a comprehensible name to the Octane Sky node? At the moment, when you create a sky the name is transform1. Of course I can rename it, but it's a bit annoying when you have to setup many different scenes. :cry:
Last edited by Q-Games on Thu Oct 11, 2012 12:59 am, edited 1 time in total.
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TBFX
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Q-Games wrote:Also, how can I reuse the same texture on different materials without load them multiple times? Normally in Maya, you go to the Textures tab in the hypershade, and drag the desired texture into the diffuse/bump/specular node of your material. However, with the Octane material it seams I cannot drag the OctaneImageTexture node into the material slot, so basically if a texture is used in multiple materials, I have to load it multiple times. This is not only annoying to do, but also it uses much more memory than it should.
You can connect the out tex of a texture node to the inputs of as many shaders or nodes as you like using the hypershade, node editor or connection editor, just like any other node network in Maya. It would be nice if drag and drop worked though for those who like to work that way.

T.
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Q-Games
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TBFX wrote:You can connect the out tex of a texture node to the inputs of as many shaders or nodes as you like using the hypershade, node editor or connection editor, just like any other node network in Maya. It would be nice if drag and drop worked though for those who like to work that way.

T.
Thx for the info TBFX!
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