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Re: OctaneRender® for Maya® 2.10 - 5.0 Win [CURRENT]

Posted: Fri Oct 03, 2014 2:02 pm
by ciboulot
OKay,

When I get a object layer ID under the infochannel, I get all the objects of the same color (dark red)
Also when I setup the render passes to Object ID, AO, zdepth, material ID etc, THe samples get stuck to 128 samples.

Is it normal, or did I do something wrong?

Thanks

Re: OctaneRender® for Maya® 2.10 - 5.0 Win [CURRENT]

Posted: Fri Oct 03, 2014 2:11 pm
by ciboulot
Oops,

In live view mode, there is no update of the samples/sec.

It get stuck to 0.00Ks/sec

Re: OctaneRender® for Maya® 2.10 - 5.0 Win [CURRENT]

Posted: Fri Oct 03, 2014 2:20 pm
by abeoctane
+1 no samples updating

Re: OctaneRender® for Maya® 2.10 - 5.0 Win [CURRENT]

Posted: Fri Oct 03, 2014 3:28 pm
by solomon
Yep, IPR is not updating here as well ~ I have to restart Maya for to work, but then it only works for a few minutes and then stops working altogether

Re: OctaneRender® for Maya® 2.10 - 5.0 Win [CURRENT]

Posted: Fri Oct 03, 2014 3:48 pm
by Vyoor
Thanks JimStar for update :)

SunSky transform is not visible in viewport 2.0 in Maya 2015. Same as in previous version.

Re: OctaneRender® for Maya® 2.10 - 5.0 Win [CURRENT]

Posted: Fri Oct 03, 2014 4:28 pm
by prodviz
Rendering
When rendering a final render in the Render View, the render reaches 100% and Maya freezes.

Batch rendering by right clicking on Maya files works fine.
Question on this technique - are all GPU's used for render, or only the number of GPU's set within the Maya file?

Render Passes
How is it best to layer passes?
It would appear that we could use either:
direct, indirect and post channels to achieve the look of the beauty
or
layer up diff, reflection, etc.

Can we have a multi layer exr instead of separate files?

How do we go about assigning a Red, Green and Blue colour to objects or materials?

The Roughness Threshold appears to set when the shader appears in the roughness pass.
So, if the threshold is 0.1 and a shader has a roughness of 0.11, the shader will not be seen in this pass.
If the shader has a roughness of 0.09, then the shader appears in the roughness pass.
Is this correct, or should there be a gradual adding of the shader to the pass?

What are the Minimum info start samples?

Is it possible to output passes as half float?

Motion Blur
Not showing in the IPR

When this is working, how would one set the number of frames over which the blur is stretched?

IPR
Moveable Proxy not updating until a restart of Maya.

Re: OctaneRender® for Maya® 2.10 - 5.0 Win [CURRENT]

Posted: Fri Oct 03, 2014 5:04 pm
by dsyee
prodviz wrote: The Roughness Threshold appears to set when the shader appears in the roughness pass.
So, if the threshold is 0.1 and a shader has a roughness of 0.11, the shader will not be seen in this pass.
If the shader has a roughness of 0.09, then the shader appears in the roughness pass.
Is this correct, or should there be a gradual adding of the shader to the pass?

What are the Minimum info start samples?
According to the Poser plugin manual (http://render.otoy.com/manuals/Poser/?page_id=347):
Roughness Threshold: To distinguish between specular and glossy materials. Materials with roughness < threshold are considered specular, material with roughness > threshold are considered glossy.

Minimum Info Start Samples: The minimum amount of samples we need to have rendered for the beauty passes before we’re allowed to start rendering the info passes. 0 means that we wait until all the beauty passes are finished. In order to force Info render passes to be immediately available, set this value to 1.
So it appears the Roughness Threshold is required to distinguish between specular and glossy, and Min Info Start Samples affects when the render passes will start (relative to the beauty pass).

Re: OctaneRender® for Maya® 2.10 - 5.0 Win [CURRENT]

Posted: Fri Oct 03, 2014 8:22 pm
by prodviz
Cool, cheers for the info, Dsyee.

Re: OctaneRender® for Maya® 2.10 - 5.0 Win [CURRENT]

Posted: Fri Oct 03, 2014 8:48 pm
by JimStar
solomon wrote:Under Preview Pass ~ I see an entry called "Beauthy" was that supposed to be "Beauty" pass?
It's just the main "Composite" pass was named that way in Octane engine.;)

Re: OctaneRender® for Maya® 2.10 - 5.0 Win [CURRENT]

Posted: Sat Oct 04, 2014 10:20 am
by ciboulot
Jimstar,

Please would it possible to make a quick explanation about how to connect the hair color to the hair shader?
I did manage to do it once and was able to retrieve the color info from the hair color texture (maya file texture).
But it happened once, and was dumb enough to not save my scene...
I made a color connect from the hair color to the empty octane image texture 'color connect' node and it was working.
But now, I am unable to do it again. I just get no info at all. Does the color info come from the "hairSystemShape" or just from the "pfxhair"?

Please, please, please, explain it to us. I have a project begining on monday, and I absolutely need this info.

Many thanks