OctaneRender® for Maya® 3.08.1 - 12.46-RC2 [ OBSOLETE ]

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BK
OctaneRender Team
Posts: 1454
Joined: Mon Oct 31, 2016 7:54 pm

gah5118 wrote:installed; tried to export alembic; crashed; uninstalled and reinstalled 3.06t4 - 10.12 ; back to work.
Thanks again for this!! The crashed is caused by the engine and has been fixed in 3.08.2 sdk.
Kind Regards

bk3d
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Jolbertoquini
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Location: London
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BK wrote: The crashed is caused by the engine and has been fixed in 3.08.2 sdk.
Do you know when is going to be released the 3.08.2? if will be released.

Cheers,
JO
Octane Render for Maya.
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BK
OctaneRender Team
Posts: 1454
Joined: Mon Oct 31, 2016 7:54 pm

Jolbertoquini wrote:
BK wrote: The crashed is caused by the engine and has been fixed in 3.08.2 sdk.
Do you know when is going to be released the 3.08.2? if will be released.

Cheers,
JO
Hi Jo,

I am sorry !! no idea yet when it is going to be released but the crash issue seems to be resolved.

cheers
Kind Regards

bk3d
Larrie_Fran
Licensed Customer
Posts: 2
Joined: Sun Sep 24, 2017 9:26 am

BK wrote:
Rikk The Gaijin wrote:Bug. When using Octane viewport, if the Resolution Gate is active, the image get stretched to fit the viewport size, rather than keeping the correct aspect ratio.
Screenshot_2.png

Hello Rikk,

Thank you for reporting this issue. We are looking into this. Would you please try going full-screen mode ( Ctrl + SpaceBar ) and the same shortcut to come back to normal view, just to see if the stretch still happens?

cheers

Hi BK, I tried for him. The stretch remains in all views :)

Cheers, hope to see this plugin version in a stable state really soon, it would be really helpful
BK
OctaneRender Team
Posts: 1454
Joined: Mon Oct 31, 2016 7:54 pm

Larrie_Fran wrote:
BK wrote:
Rikk The Gaijin wrote:Bug. When using Octane viewport, if the Resolution Gate is active, the image get stretched to fit the viewport size, rather than keeping the correct aspect ratio.
Screenshot_2.png

Hello Rikk,

Thank you for reporting this issue. We are looking into this. Would you please try going full-screen mode ( Ctrl + SpaceBar ) and the same shortcut to come back to normal view, just to see if the stretch still happens?

cheers

Hi BK, I tried for him. The stretch remains in all views :)

Cheers, hope to see this plugin version in a stable state really soon, it would be really helpful
Hi Larrie,

Thank you so much for your help :)

We have done few fixes related to image stretch in the viewport render but would you mind upload or PM me a screenshot just to compare.
Yep, if you find any suspicious bug, please feel free to report while we wait!!

Cheers
Kind Regards

bk3d
Larrie_Fran
Licensed Customer
Posts: 2
Joined: Sun Sep 24, 2017 9:26 am

Hi @BK,

I rebooted the PC and now the problem seems to be disappeared.
Attachments
stretch_test_framed.jpg
stretch_test.jpg
BK
OctaneRender Team
Posts: 1454
Joined: Mon Oct 31, 2016 7:54 pm

Larrie_Fran wrote:Hi @BK,

I rebooted the PC and now the problem seems to be disappeared.
Hi Larrie,

Awesome !! thank you for letting us know. Hope we can resolve this in the next release.
Kind Regards

bk3d
TDZL
Licensed Customer
Posts: 35
Joined: Fri Nov 10, 2017 9:55 am

Think I have found a thing.

When batch rendering Bifrost fluid meshes, some frames it renders the mesh, some frames it does not and it's not always the same frames.

- Simulation cached

If i move the slider on the timeline after the cached data and batch render the scene, the mesh shows in all frames, although none of the frames show the material (Octane Spec), instead just being white.

If the time slider is withing the cached data on the timeline. the mesh is visible in random frames but when it is the material is applied.

Everything is completely fine when frames are rendered individually (not batch).

- Animator Data set to "forced load"
- Bifrost meshing on

Tried:

- Exporting as Alembic.

When loaded into a new scene mesh is randomly in certain frames and not in others.

- Direct Light / Path trace - No difference.
BK
OctaneRender Team
Posts: 1454
Joined: Mon Oct 31, 2016 7:54 pm

TDZL wrote:Think I have found a thing.

When batch rendering Bifrost fluid meshes, some frames it renders the mesh, some frames it does not and it's not always the same frames.

- Simulation cached

If i move the slider on the timeline after the cached data and batch render the scene, the mesh shows in all frames, although none of the frames show the material (Octane Spec), instead just being white.

If the time slider is withing the cached data on the timeline. the mesh is visible in random frames but when it is the material is applied.

Everything is completely fine when frames are rendered individually (not batch).

- Animator Data set to "forced load"
- Bifrost meshing on

Tried:

- Exporting as Alembic.

When loaded into a new scene mesh is randomly in certain frames and not in others.

- Direct Light / Path trace - No difference.
Hello TDZL,

Thank you for reporting this.

We are currently investigating it now. Hope to solve in the next release.


cheers :)
Kind Regards

bk3d
itsallgoode9
Licensed Customer
Posts: 894
Joined: Thu Apr 03, 2014 9:04 am
Location: New York City
Contact:

Any idea of how close we are to a stable build? The last stable build is nearly a year old at this point :shock:
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