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Re: OctaneRender® for Maya® 2.02 - 4.1 Win [TEST]

Posted: Thu Jul 10, 2014 2:51 pm
by prodviz
Yeah, when hair is view-able in the IPR, changes to displacement on other objects gets pretty laggy.

Objects have to be set as 'Movable proxy' in order for the camera and shadow visibility to work. Not sure if this is supposed to work in other modes?

Re: OctaneRender® for Maya® 2.02 - 4.1 Win [TEST]

Posted: Thu Jul 10, 2014 3:44 pm
by prodviz
This is not consistent, but I'm getting a few weird results when adding hair to scenes:
(White background added behind alpha channel)

Image

cheers.

Re: OctaneRender® for Maya® 2.02 - 4.1 Win [TEST]

Posted: Thu Jul 10, 2014 8:09 pm
by dionysiusmarquis
My first observations so far:
-Round Edge, Reshapeable Proxy combination updates strange at render start. After moving a slider everything looks correct again.
-I get the annoying "Fatal Error: Maya not able ... temp folder ..." and complete crash, when I try to convert Polygons to subdivision, while Octane is loaded.

Re: OctaneRender® for Maya® 2.02 - 4.1 Win [TEST]

Posted: Thu Jul 10, 2014 11:13 pm
by TBFX
Hi JimStar,

Yeah I figured this was just your first pass at hair integration, and a very pleasing one at that.
JimStar wrote:It is easy if e.g. you will always connect some simple not-mixed diffuse-glossy-specular material - the plugin will just set the colour of diffuse or specular attributes of it... But as soon as it will be some material containing few mix-materials in it - we will get some ambiguity here...
What do you think? How it will be convenient for you to work with it?..
I see your point, I've done some thinking on this and based on what you wrote above I've come up with something I think may be workable from a user standpoint. Of course without knowing exactly what you are doing to pull values from the paintFX brush or how you are applying this to the hair internally I have know idea if this is possible.

If you could create a special node, lets call it an 'OctaneHairInfo' node which on scene translation can read the values from the paintFX just as you must be doing now. This node could read attributes such as colour, specular, opacity (transparency in the PFX brush). Then an artist could connect these values into whatever shader network to whatever value they liked and the plugin could take care of it as it does now. Like I said I don't know if this is possible but it would be the most flexible system if it can work. We could then just set up our hair shader on the whole system and drop per strand data into the shader as we needed.

I was also going to ask if it's possible to shade the hair tubes from root to tip and if it is we could also take the colour1, colour2, transparency1, transparency2 attributes from the brush as well. I think it's a nice solution to average them for now. ;)

Have you looked into xGen at all? That also has hair distribution and instance distribution tools and comes with Maya as standard. It'd be great to be able to use these tools with Octane.

T.

Re: OctaneRender® for Maya® 2.02 - 4.1 Win [TEST]

Posted: Fri Jul 11, 2014 12:20 am
by JimStar
TBFX
Octane engine does not support color change along one hair. At least so far...
So, so far: one hair - one color.;)

I have already improved the hair material tunning a little. Will release in next version soon, you will be able to check it out...;)

Re: OctaneRender® for Maya® 2.02 - 4.1 Win [TEST]

Posted: Fri Jul 11, 2014 12:31 am
by TBFX
JimStar wrote:Octane engine does not support color change along one hair. At least so far...
So, so far: one hair - one color.
Yeah, I thought as much.
JimStar wrote:I have already improved the hair material tunning a little. Will release in next version soon, you will be able to check it out...
Awesome, thanks jimStar.

T.

Re: OctaneRender® for Maya® 2.02 - 4.1 Win [OBSOLETE]

Posted: Fri Jul 11, 2014 3:56 am
by JimStar
Next version HERE.

Re: OctaneRender® for Maya® 2.02 - 4.1 Win [TEST]

Posted: Fri Jul 11, 2014 5:25 am
by dsyee
JimStar wrote:TBFX
Octane engine does not support color change along one hair. At least so far...
So, so far: one hair - one color.;)

I have already improved the hair material tunning a little. Will release in next version soon, you will be able to check it out...;)
Would it work to attach a gradient node to the hair diffuse color? Or maybe a multiply node with a gradient in one pin?