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Re: 3.0 For Maya PLugin

Posted: Wed Apr 06, 2016 7:27 pm
by prodviz
Apologies if I'm missing something, but slide 51 appears to be a 4 min movie of spinning around a car and changing colour (which is possible in vs2), with the only new feature being the passes in the render view?

Re: 3.0 For Maya PLugin

Posted: Wed Apr 06, 2016 8:27 pm
by calus
prodviz wrote:Apologies if I'm missing something, but slide 51 appears to be a 4 min movie of spinning around a car and changing colour (which is possible in vs2), with the only new feature being the passes in the render view?
lol, yes this is it, I think the point of the movie is to show that the Max Octane V3 alpha 6 plugin is already working using the octaneEngine API.

Re: 3.0 For Maya PLugin

Posted: Wed Apr 06, 2016 9:10 pm
by calus
I suspected something like that (the no-GPU feature) but I was not sure, thank you for the explanation.

Re: 3.0 For Maya PLugin

Posted: Wed Apr 06, 2016 9:36 pm
by p3taoctane
Right now with all the announcements about new Engines, API features and thin clients I am just overwhelmed with features that I do not fully appreciate the value of (because the talk crammed too many slides into a short time frame) and unless I am mistaken... they are the reason I can't get my grubby little hands on Maya 3.0 plugin.

Don't get me wrong... I see huge vale in that video. I can be rendering a scene and my client can look at it real time and pick a view and see a change in shader right while I am doing it. It's like sharing a skype screen without skype.

I'm guessing building all that kind of utility into the plugin is pretty time consuming. Credit to you all.

As the guy making the scene I just want the best toys to do the job and am anxious to get my hands in my work flow using maya 3. This is nice but not as important to me.

Not my call though aye. Good luck!

I'll keep looking for an announcement that tells me when I can get Octane for Maya 3.0 beta

Peter

Re: 3.0 For Maya PLugin

Posted: Thu Apr 07, 2016 5:51 am
by Refracty
So to put this into practise, will it be possible to work on a scene with a Mac Pro (with no Nvidia Card) and render it on a Nvidia workstation somewhere on the network with Octane 3.0 in May?
Or will this feature take much more time to implement?
JimStar wrote:"Octane Engine API" itself is not the point. The point is - the car is "spinning around" on the other physical machine running in the other end of the office. No CUDA GPUs are used by Octane on the machine where 3ds Max is running, and no Octane licenses need to be activated on this machine (if no local rendering is needed). The licenses can only be activated on the remote "render-machine" running Octane Engine server... Something like Octane "thin client"...
This is possible too with Octane Engine "thin client" API:

Re: 3.0 For Maya PLugin

Posted: Thu Apr 07, 2016 7:59 am
by Goldorak
Yes - we know this is an important feature and we're working to get it out as soon as possible for MacPro users.

Re: 3.0 For Maya PLugin

Posted: Thu Apr 07, 2016 12:34 pm
by p3taoctane
I feel like the slow one.

What I see is the PC running the scene and the Mac device without the gnu "observing."

Is the question about running on a Mac without a GPU while rendering on a PC just inferred or what API ia all about. Sorry if it is a dumb ass question... but the video does not show that.

Thanks

Peter

Re: 3.0 For Maya PLugin

Posted: Sat Apr 09, 2016 11:14 am
by calus
p3taoctane wrote: I'll keep looking for an announcement that tells me when I can get Octane for Maya 3.0 beta
From Goldorak in the Octane3 for Max thread :
"The refreshed MAX plug-in will be entering beta shortly. We're planning to announce the plug-in upgrade path before May 15th. We're finalizing this now."

I guess this is also a valid statement for Maya.
Though our new plugin developer had much less time to work on V3 than the other applications.

Anyway, maya plugin future looks nice :) :
k.a.schubert wrote:I'm kind of doing both at the same time ;) , reworking some subsystems while going for 3.0 features.

The plugin works with an old system for generating all the node types and I started to use a new system,
that makes the whole process easier, less error prone and more future proof.

In general the plugin will be closer to standalone, so we all have an easier time looking for attributes in the UI etc.

And yes, whatever gets fixed in the process will be released as a 2.x version without the 3.0 features.

Cheers,
Kai

Re: 3.0 For Maya PLugin

Posted: Sat Apr 09, 2016 11:56 pm
by prodviz
Cool.

Just re-reading the threads on the Maya plugin.

So, to recap, in the previous 4 months, we (by that I mean 'Otoy' :D ), have taken on a new Maya developer and created/programmed or reprogrammed a new 'OctaneEngine API'.
This new 'OctaneEngine API' will allow the Maya plugin to stay more inline or up to date with the standalone version.

Does this sound about right?

A side question is, is the new Maya developer a Maya only dev, or like Jim, a Maya/Max/Blender dev? Would be interesting to know.

Re: 3.0 For Maya PLugin

Posted: Sun Apr 10, 2016 10:47 am
by calus
Well, previously, I somehow partially mixed up the "OctaneEngine api" with other new features from Octane3 and ORBX evolution.
But basically, as i understand, Octane3 is a different renderer than Octane2.
Otoy had to rewrite the Octane core completely among other things, and thanks to this, a whole set of all kind of new developments are now coming, giving us features and improvements which were not even possible to implement with Octane2 core.