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Re: OctaneRender® for Maya® 1.55 - 3.0 Win [TEST]

Posted: Thu Jun 05, 2014 2:03 pm
by matrix2012
Thanks JimStar

Re: OctaneRender® for Maya® 1.55 - 3.0 Win [TEST]

Posted: Thu Jun 05, 2014 2:08 pm
by solomon
solomon wrote:THANK YOU!!!! off to test the texture conversion update ~ that's the one feature, to me, that really needed an major update
YAY!!! convert all textures to Octane is working!!! Thank you JimSTAR!! this is going to save me so much time on this project I am working on :)

Re: OctaneRender® for Maya® 1.55 - 3.0 Win [TEST]

Posted: Thu Jun 05, 2014 2:24 pm
by solomon
JimStar wrote:Vyoor
Thanks, I will check it.

Sun Direction is not working over here as well.

Re: OctaneRender® for Maya® 1.55 - 3.0 Win [TEST]

Posted: Thu Jun 05, 2014 3:34 pm
by ypolyz
Thank you JimStar

Re: OctaneRender® for Maya® 1.55 - 3.0 Win [TEST]

Posted: Thu Jun 05, 2014 3:54 pm
by Vyoor
Visibility attributes and shader conversions are working like a charm, thanks again JimStar :)

I have few more suggestions about things that could be fixed.

Rendering to more than one subdirectory now is working but them still need to be created manually.
Swatches in hypershade are going black after modyfying shaders while IPR render is active.
There is still some mess with output frames file format. I really count on support for 16-bit file formats.

Cheers!

Re: OctaneRender® for Maya® 1.55 - 3.0 Win [TEST]

Posted: Thu Jun 05, 2014 3:58 pm
by Slimshader
Thanks JimStar! Looking forward to testing.

Re: OctaneRender® for Maya® 1.55 - 3.0 Win [TEST]

Posted: Thu Jun 05, 2014 7:11 pm
by solomon
LiveDB is also working, thank you :)

Re: OctaneRender® for Maya® 1.55 - 3.0 Win [OBSOLETE]

Posted: Fri Jun 06, 2014 5:10 am
by JimStar
Next version HERE.;)

Re: OctaneRender® for Maya® 1.55 - 3.0 Win [OBSOLETE]

Posted: Fri Jun 06, 2014 4:01 pm
by Slimshader
Nice! Thanks.

Re: OctaneRender® for Maya® 1.55 - 3.0 Win [OBSOLETE]

Posted: Fri Jun 06, 2014 4:12 pm
by prodviz
Great Jim, top stuff.

Having these quick updates is fantastic.

Hope you can stay on the Maya side of things as long as possible :D

Steve.