OctaneRender® for Maya® 3.07 - 11.11 [ OBSOLETE ]

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blackshore
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Joined: Wed Jul 31, 2013 6:22 pm

BK wrote:
Hey, Blackshore,
Unfortunately, no ETA yet for 3.08 implementation.
It would probably after we have a 3.07 stable version of the refactored Octane for Maya.

Btw, nice car model ;)
Does that mean that you guys switching from MEL to C++ based plug when you say refactored? If so, is that not a quite large task and that development is basically halted until this is done?

Regarding the Car model , I used a DMC12 scan as reference, so this should be a car model in correct scale of things. :mrgreen:
BK
OctaneRender Team
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Joined: Mon Oct 31, 2016 7:54 pm

blackshore wrote:
Does that mean that you guys switching from MEL to C++ based plug when you say refactored? If so, is that not a quite large task and that development is basically halted until this is done?

Regarding the Car model , I used a DMC12 scan as reference, so this should be a car model in correct scale of things. :mrgreen:
Hey Blackshore,

The codes were purely written in C++ from the beginning, maybe with some MEL commands. The refactoring is still in progress.

haha !! still look great tho ;)
Kind Regards

bk3d
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Jolbertoquini
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blackshore wrote:Any ETA for 3.08?
I have a project that I would like to test the anisotropic shader\texture ;)
The attachment ScreenShot048.png is no longer available
Classic but you can use normal map to achieve for now, cause still some fixes to be done on standalone for the anisotropic options
if look at here you need texture anyway so use a normal for the distortion and bump for the lines 8-)
Attachments
qz109j1.jpg
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
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itsallgoode9
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Jolbertoquini wrote:
blackshore wrote:Any ETA for 3.08?
I have a project that I would like to test the anisotropic shader\texture ;)
ScreenShot048.png
Classic but you can use normal map to achieve for now, cause still some fixes to be done on standalone for the anisotropic options
if look at here you need texture anyway so use a normal for the distortion and bump for the lines 8-)
As a note on this, if you're going to go this route, I've found that creating the anisotropy using the specular channel, rather than the normal can sometimes give much more pleasing results in some cases. It probably depends on how high res your render is and how close to the the anisotropy your camera is, but i've found that normal map always makes the bumpiness of the surface way to prevalent, not matter how high res my texture is and how low put the strength.



Basically, even though in reality the surface is technically created by bumps on the surface, they are so extremely small and shallow, that we rarely read them as bumps.
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Jolbertoquini
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itsallgoode9 wrote:
Jolbertoquini wrote:
blackshore wrote:Any ETA for 3.08?
I have a project that I would like to test the anisotropic shader\texture ;)
ScreenShot048.png
Classic but you can use normal map to achieve for now, cause still some fixes to be done on standalone for the anisotropic options
if look at here you need texture anyway so use a normal for the distortion and bump for the lines 8-)
As a note on this, if you're going to go this route, I've found that creating the anisotropy using the specular channel, rather than the normal can sometimes give much more pleasing results in some cases. It probably depends on how high res your render is and how close to the the anisotropy your camera is, but i've found that normal map always makes the bumpiness of the surface way to prevalent, not matter how high res my texture is and how low put the strength.



Basically, even though in reality the surface is technically created by bumps on the surface, they are so extremely small and shallow, that we rarely read them as bumps.

Agree, before I was using really high resolution normal lines....today I use just a ramp for directinal radial or normal ramp and then at bump or specualar layer I use a metal brushed texture, this provide so far great results :) is kind a gaming way to work but doesn't work pretty good.

Cheers,
JO
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
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Vyoor
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Joined: Fri Jul 12, 2013 8:18 pm

Any news about refactored plugin?

Cheers
i7, 4x GTX 780, Maya.
BK
OctaneRender Team
Posts: 1454
Joined: Mon Oct 31, 2016 7:54 pm

Vyoor wrote:Any news about refactored plugin?

Cheers
Hi Vyoor,

The refactoring is still in progress, now with 3.08 sdk and feature implementation. Btw, the Absolute path is already implemented too ;)
Kind Regards

bk3d
zurakan
Licensed Customer
Posts: 44
Joined: Fri Sep 27, 2013 7:13 am

I just test in maya 2016

It cant not load plugin !!!
Attachments
2016 not work
2016 not work
2018_ work
2018_ work
Win7 Ultimate x64 xeon Core 40 / maya2Octane 1.20a , maya 2014SP4 & Octane 1.50,
128GB Ram, 4 x GTX Titan 6GB
BK
OctaneRender Team
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Joined: Mon Oct 31, 2016 7:54 pm

zurakan wrote:I just test in maya 2016

It cant not load plugin !!!

Hi, Zurakan,

Thanks for reporting this. We were able to reproduce as soon as we update Maya 2016 to SP 6.

Is it possible to go back to previous stable release while we are looking into this?

Cheers
Kind Regards

bk3d
Maskeline
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Posts: 67
Joined: Tue Sep 09, 2014 10:16 am

In batch render (command), when you finish the samples, you end up with an error.

Warning: file: C:/Program Files/Autodesk/Maya2017/scripts/others/mayaBatchRenderProcedure.mel line 651: Renderer returned an error while rendering 'defaultRenderLayer', please verify the output image.

It is a large scene, with instances (650,000 particles). The error appears 80% of the time. In the remaining 20% of the time it remains frozen.
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