OctaneRender® for Maya® beta 3.03a [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

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TBFX
Licensed Customer
Posts: 501
Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

Thanks JimStar.

I have checked the crashing of existing scenes some more and have found the following.
The issue is geometry and UV related. Nothing to do with which version a scene was last saved with.
If a mesh has no UV's it will crash Maya when a render is started, if I then give that mesh UV's it will render.
If a mesh has faces that Maya considers to have zero map area (even if they appear in the UV's) it will crash Maya when a render is started. You can find and select these faces using "cleanup" under the Mesh menu. If I use cleanup to delete these faces the mesh will render.

Here are a couple of crash dumps.

T.
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MayaCrashLog121028.1116.zip
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Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
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TBFX
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Posts: 501
Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

JimStar, Could you please check to see if the Z_depth_max attribute that is in the standalone deep channel kernal is exposed in the sdk? As in the plugin at the moment we have no control over this, I'm pretty sure you would have includeded it if it was there but just wanted to check as I need control over this so that I can get usable depth passes out to use as atmospheric haze, and the default is way too small for the large environmental scenes I'm working on.

Thanks
T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
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JimStar
OctaneRender Team
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Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

TBFX wrote:JimStar, Could you please check to see if the Z_depth_max attribute that is in the standalone deep channel kernal is exposed in the sdk? As in the plugin at the moment we have no control over this, I'm pretty sure you would have includeded it if it was there but just wanted to check as I need control over this so that I can get usable depth passes out to use as atmospheric haze, and the default is way too small for the large environmental scenes I'm working on.

Thanks
T.
Yes, thanks, my fault. Will release the "quick-fix" soon.
About the broken shaders issue - it seems like the engine issue... I've already posted the question to engine developers about it. But I'm still checking my code too regarding this, trying to find some issues there...
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JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

TBFX wrote:Thanks JimStar.

I have checked the crashing of existing scenes some more and have found the following.
The issue is geometry and UV related. Nothing to do with which version a scene was last saved with.
If a mesh has no UV's it will crash Maya when a render is started, if I then give that mesh UV's it will render.
If a mesh has faces that Maya considers to have zero map area (even if they appear in the UV's) it will crash Maya when a render is started. You can find and select these faces using "cleanup" under the Mesh menu. If I use cleanup to delete these faces the mesh will render.

Here are a couple of crash dumps.

T.
Thanks for the dumps.Image
No, it is not UV-related. It just happens when the mesh has some non-Octane material... It's a "new" bug appeared with some new algorythms I added...
Already fixed it, the quick-fix release will be very soon.;)
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JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

New version HERE.;)
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