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Re: OctaneRender® for Maya® v1.11a beta [CURRENT]
Posted: Fri Mar 22, 2013 1:01 am
by renmaxhb
TBFX
Thanks.
But the unique name script cannot work on some files,I will make a lot same name objects in some big projects,so I hope the maya plugins export nice like 2.58q.
Re: OctaneRender® for Maya® v1.11a beta [CURRENT]
Posted: Fri Mar 22, 2013 11:45 pm
by RealSpace
I tested it and Batch Render works perfectly on the computers that were effected. Thanks!
Re: OctaneRender® for Maya® v1.11a beta [CURRENT]
Posted: Sat Mar 23, 2013 6:50 am
by renmaxhb
JimStar,
can you add this feature:color can be keyed ,many animation need it!
OctaneRender® for Maya® v1.11a beta [CURRENT]
Posted: Sat Mar 23, 2013 7:26 am
by JimStar
renmaxhb wrote:JimStar,
can you add this feature:color can be keyed ,many animation need it!
It
can be keyed.
You just should not try to key the complex value itself (trying to have different Octane node for each frame in this case), but key just the simple-value attributes of this node.
E.g. If you want to key RGBTexture, just key its R, G, and B values, not the RGBTexture node itself...
If I've understood you right...
Re: OctaneRender® for Maya® v1.11a beta [CURRENT]
Posted: Sat Mar 23, 2013 9:13 am
by ypolyz
JimStar, when do you plan to implement Shadow Matte Catcher feature?
Re: OctaneRender® for Maya® v1.11a beta [CURRENT]
Posted: Sun Mar 24, 2013 1:14 am
by renmaxhb
JimStar,
yes,thank you.
Re: OctaneRender® for Maya® v1.11a beta [CURRENT]
Posted: Sun Mar 24, 2013 2:33 am
by renmaxhb
Re: OctaneRender® for Maya® v1.11a beta [CURRENT]
Posted: Sun Mar 24, 2013 3:50 am
by TBFX
renmaxhb wrote:http://render.otoy.com/forum/viewtopic.php?f=5&t=29241
Octane can render hair now?
All of that hair is achieved with textured geometry so Octane can render it fine. I have also done tests converting paintFX hair in maya to polygons and rendered that in Octane but the scenes will get really heavy and chew through most of your Vram so it's not too practical. Octane doesn't have a specialized hair primitive or shader yet though.
T.
Re: OctaneRender® for Maya® v1.11a beta [CURRENT]
Posted: Sun Mar 24, 2013 5:35 am
by renmaxhb
TBFX,
I render only animation by octane render , poly hair is too heavy.
I see a vedio of octane render for cinema. It is realtime rendering when change object and light, maya plugin can do ti?
and I suppose Octane for maya has pointlight and spotlight, they can run faster than reallight 10X at least!,It will be?
Speed is so important.
Re: OctaneRender® for Maya® v1.11a beta [CURRENT]
Posted: Sun Mar 24, 2013 6:56 am
by TBFX
renmaxhb wrote:I render only animation by octane render , poly hair is too heavy.
Agreed, realistic hair for animation is not practical on Octane yet.
renmaxhb wrote:I see a vedio of octane render for cinema. It is realtime rendering when change object and light, maya plugin can do ti?
Yes, all plugins use the same Octane engine (sometimes different versions depending on where the development of each plugin is up to) so all can have the same performance on an identical system. A lot of the demo videos you see are of quite simple scenes with optimal lighting setups and on systems with multiple high end GPU's.
renmaxhb wrote:and I suppose Octane for maya has pointlight and spotlight, they can run faster than reallight 10X at least!,It will be?
No, Octane is an unbiased, physically based render engine, it does not use "fake" lights like a biased renderer does. You will get faster results if you set the octane light type to plane or turn a poly plane into a mesh light rather than a sphere. This is obviously only useful in certain situations like distant lighits, illuminating panels or spotlights using ies distributions and not for something like a hanging room light, but is good to remember.
T.