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Re: OctaneRender® for Maya® beta 3.03e [CURRENT]
Posted: Mon Nov 19, 2012 5:54 am
by nedan
Wow, amazing how quickly things change. Thank you.
Re: OctaneRender® for Maya® beta 3.03e [CURRENT]
Posted: Mon Nov 19, 2012 10:34 am
by nedan
Find another small bug: changing the size of the camera, makes rendering look different relative to viewport.
I make different layers for different masks and this creates problems when rendering with software or mentalray.
Re: OctaneRender® for Maya® beta 3.03e [CURRENT]
Posted: Mon Nov 19, 2012 12:42 pm
by JimStar
nedan wrote:Find another small bug: changing the size of the camera, makes rendering look different relative to viewport.
What you mean "
changing the size of the camera"?
Anyway, it is not the bug, it is consequence of different settings of camera inside Octane engine and Maya's camera common settings (and different precision of these settings). Plugin just recalculates Maya's settings "focal length" and "film size (aperture)" to Octane's thin-lens camera's "field of view" angle. And you can look at Octane verbose output: it calculates the Octane FOV to almost the same value (with a micro-correction added) which you see Maya dynamically calculates to the "Angle of View" in the camera settings. But Octane engine's camera and other renderer's cameras render this same angle differently.
nedan wrote:I make different layers for different masks and this creates problems when rendering with software or mentalray.
You definitely will not get the ideally matched shots from the same camera in Octane and other renderers (at least in current engine versions).
You just can play with Maya's camera's "film aperture" or "focal length" values to catch the best fit... I can add some big correction-angle value by default, but in this case the Octane FOV angle and Maya's "Angle of Fiew" will be absolutely different, and anyway I can't guarantee that in all cases the same correction value will give the same fit as in Maya's viewport... So, I'd rather left it "as is" - so that Octane FOV angle will match Maya's "Angle of Fiew"...
What do others think about this?..
Re: OctaneRender® for Maya® beta 3.03e [CURRENT]
Posted: Mon Nov 19, 2012 7:35 pm
by TBFX
JimStar wrote:You definitely will not get the ideally matched shots from the same camera in Octane and other renderers (at least in current engine versions).You just can play with Maya's camera's "film aperture" or "focal length" values to catch the best fit... I can add some big correction-angle value by default, but in this case the Octane FOV angle and Maya's "Angle of Fiew" will be absolutely different, and anyway I can't guarantee that in all cases the same correction value will give the same fit as in Maya's viewport... So, I'd rather left it "as is" - so that Octane FOV angle will match Maya's "Angle of Fiew"...What do others think about this?..
Though I don't use render layers to set up seperate passes I have been using Octane along side Maya software or MentalRay from the beginning and never had a problem with passes not lining up. I wouldn't want anything changed.
A couple of things that may cause line up problems:
In Maya you can't disproportionately scale the camera as this will alter the film gate, and in general when dealing with 3rd party renderers it's a bad idea to scale a camera at all, though one scene I did recently had a tracked camera in a group and the group was scaled up to register my scene and the Maya/MentalRay renders lined up perfectly with the Octane ones.
Use horizontal fit on your camera when mixing renderers, it's the only one I've found to be consistent.
This is a basic one I know but it can be missed - Make sure it is the resolution gate you are framing your shots through in the viewport and not the film gate or safe zones.
T.
Re: OctaneRender® for Maya® beta 3.03e [CURRENT]
Posted: Mon Nov 19, 2012 8:05 pm
by nedan
In my case, if I scale proportionally the camera size, rendering area is somewhat above, and with a different focal length. Please try IPR, scale proportionally camera to see results.
Strange is that I have 5 cameras in the scene, but only two need to be scale down to fit the viewport.
Re: OctaneRender® for Maya® beta 3.03e [CURRENT]
Posted: Mon Nov 19, 2012 9:44 pm
by jmfowler
jimstar - any thoughts on my previous post?
Re: OctaneRender® for Maya® beta 3.03e [CURRENT]
Posted: Mon Nov 19, 2012 10:40 pm
by TBFX
nedan wrote:In my case, if I scale proportionally the camera size, rendering area is somewhat above, and with a different focal length. Please try IPR, scale proportionally camera to see results.Strange is that I have 5 cameras in the scene, but only two need to be scale down to fit the viewport.
Hmmm, I don't get this behavior at all. If I open a scene and start an IPR in Octane the rendered view will match the resolution gate in my viewport. If I then scale the camera's transform node proportionally up or down nothing changes in the framing of either my viewport or the IPR render? Is this a accurate reproduction of what is causing you issues?
T.
Re: OctaneRender® for Maya® beta 3.03e [CURRENT]
Posted: Mon Nov 19, 2012 11:15 pm
by nedan
I've checked again on a different computer, and is OK. Probably is happened just on my computer. I'm sorry for the trouble.
Re: OctaneRender® for Maya® beta 3.03e [CURRENT]
Posted: Mon Nov 19, 2012 11:21 pm
by TBFX
nedan wrote:I've checked again on a different computer, and is OK. Probably is happened just on my computer. I'm sorry for the trouble.
No trouble. That's really weird though
T.
Re: OctaneRender® for Maya® beta 3.03e [CURRENT]
Posted: Tue Nov 20, 2012 9:30 am
by JimStar
jmfowler wrote:jimstar - any thoughts on my previous post?
It's engine issue. Some workaround will be made in next version soon, try it please and post what you get...