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Re: OctaneRender® for Maya® 1.55 - 3.4 Win [CURRENT]

Posted: Fri Jun 13, 2014 9:55 pm
by TBFX
abeoctane wrote:I don´t know if this is a bug or not but octane in maya don´t render subdivided polygons (when you press 3 on your keyborad), you have to apply a smooth operator to render them in high quality, and this is very bad because the scenes became very heavy and slow, is there a work around to tell octane to subdivide polygons at render time?
Not at the moment as pre v2.0 Octane engines don't know how to do this and partially for the reason mentioned below JimStar has not coded anything in the plugin to do it, but once the Maya plugin for Octane v2.0 is done it should be possible for JimStar to make this seamless so long as you are using a later version of Maya that supports Pixar's new open subdiv schemes.

I personally would still rather have the render time subdivision set explicitly on each object node rather than relying on the 1,2,3 keys as in bigger pipelines I don't like someone not directly involved in the final rendering being able to effectively change a render setting by changing a display setting (which is the intended purpose of the 1,2,3 keys).

I am however less opposed to it in v2.0 as at least Octane v2.0 understands subdivs. Maybe an option to "take subdivs from display settings" would be a good idea.

T.

Re: OctaneRender® for Maya® 1.55 - 3.4 Win [CURRENT]

Posted: Sat Jun 14, 2014 10:21 am
by erges
Does it works the same speed as 1.20a version or slower ?

Re: OctaneRender® for Maya® 1.55 - 3.4 Win [CURRENT]

Posted: Sat Jun 14, 2014 7:23 pm
by ciboulot
TBFX wrote:
abeoctane wrote:I don´t know if this is a bug or not but octane in maya don´t render subdivided polygons (when you press 3 on your keyborad), you have to apply a smooth operator to render them in high quality, and this is very bad because the scenes became very heavy and slow, is there a work around to tell octane to subdivide polygons at render time?
Not at the moment as pre v2.0 Octane engines don't know how to do this and partially for the reason mentioned below JimStar has not coded anything in the plugin to do it, but once the Maya plugin for Octane v2.0 is done it should be possible for JimStar to make this seamless so long as you are using a later version of Maya that supports Pixar's new open subdiv schemes.

I personally would still rather have the render time subdivision set explicitly on each object node rather than relying on the 1,2,3 keys as in bigger pipelines I don't like someone not directly involved in the final rendering being able to effectively change a render setting by changing a display setting (which is the intended purpose of the 1,2,3 keys).

I am however less opposed to it in v2.0 as at least Octane v2.0 understands subdivs. Maybe an option to "take subdivs from display settings" would be a good idea.

T.
You should look out for maya script more or less called: premel smoother. What it does, is smoothing your geos before the rendering. YOur scene is still without Polysmooth nodes, it is only a dynamic prerender command. Your renders will be smoothed.
If you know a little bit about python, you can even make the script look out for all interactive subdiv geos (keypad 3), and smooth only this ones.

THis is the script we use at my company, and it's a bloody time saver....

Re: OctaneRender® for Maya® 1.55 - 3.4 Win [CURRENT]

Posted: Sat Jun 14, 2014 11:23 pm
by TBFX
ciboulot wrote:You should look out for maya script more or less called: premel smoother. What it does, is smoothing your geos before the rendering. YOur scene is still without Polysmooth nodes, it is only a dynamic prerender command. Your renders will be smoothed.
If you know a little bit about python, you can even make the script look out for all interactive subdiv geos (keypad 3), and smooth only this ones.

THis is the script we use at my company, and it's a bloody time saver....
Yes exactly. In a pipeline you can use any number of scripted solutions for this which maintain control over what is smoothed or subdivided at render time, regardless of the renderer used, the above is a great example. This is also why I would not like to see the display subdivision level being hard coded into the plugin.
Though I do think that for many single users/small studios and the less script proficient it would be great to have the option to use the display subdivision built into the plugin once v2.0 is supported.

T.

Re: OctaneRender® for Maya® 1.55 - 3.4 Win [CURRENT]

Posted: Tue Jun 17, 2014 8:29 am
by Andrew88
Hi there
i don't know if it is a bug, but in the new octane plugin it seems like i am unable to over-exceed the hsv values of the octaneRGBtexture.
i recently learned that if you really crank up the transmission color you get really nice caustics, but it only works if you put the v value up to more than 1

thank you :)

Re: OctaneRender® for Maya® 1.55 - 3.4 Win [CURRENT]

Posted: Tue Jun 17, 2014 9:35 pm
by Vyoor
Hi JimStar!

Sunset Color is still not working. And other thing - Sky color affects sun, so now it's impossible to make sky black without switching off the sun.
Please, could you fix this bug as soon as possible? This is very urgent for me.

Cheers!

Re: OctaneRender® for Maya® 1.55 - 3.4 Win [CURRENT]

Posted: Thu Jun 19, 2014 4:25 pm
by Doodle_Monkey
Texture Display Issue:
-Textures in the Octane shaders do not display in the Maya Modeling window.
-This also causes a problem when I try to use the UV Texture Editor.
-The image does not display in that window either so I can't quickly adjust the UVs.

Re: OctaneRender® for Maya® 1.55 - 3.4 Win [OBSOLETE]

Posted: Mon Jun 30, 2014 3:47 am
by JimStar
Next version HERE.