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Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Thu May 20, 2010 6:44 am
by face
No problem, but i haven´t test it.
Only a shot in the dark ;)

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Sat May 22, 2010 1:53 pm
by gzavye
I'm back this my issues
It's worse than ever.
To fix camera problem, I tried with new scene, old ones, with all type of cams. I have reinstalled maya 2011-64 hotfix1
Nothing change :!: exported target is always wrong :cry:

Now I have another problem with RC2 : power light is inverted!!!
room_voitureLight.png
It's totally insane :evil:
I'm cursed :o :| :roll:
No seriously, what is wrong with my scenes?

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Sat May 22, 2010 2:11 pm
by Halford
I've seen this error one in this thread, but I still have it on win7 Maya 2011.... "MeshNode for rendering not usable error" message...

am I missing something?

Thanks.

Hal.

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Sat May 22, 2010 3:09 pm
by face
This problem shouldn´t come from the script.
The shadow angels are correct, also is the direction of the sun correct too.
The script use the Maya buildin obj-export, i think.
Maybe try to delete the user normals or export the mesh, without the script and load it in Octane.

face

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Sat May 22, 2010 3:22 pm
by radiance
is there glass in the windows ?

Radiance

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Sat May 22, 2010 4:06 pm
by gzavye
mh? Do you answer halford or me?
For me no glasses in the windows. Lighting worked with RC1...

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Sat May 22, 2010 4:40 pm
by radiance
can you PM me a zip of your scene ?

Radiance

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Tue May 25, 2010 4:14 am
by Elvio
Im having problems both in Max and Maya when i turn on the option in the script with numbers of GPU Devices... Will you guys fix it? The other problem is with the Maya plugin. Everytime i have to put the paths in the script, in the Octane's Max script, i dont need to do it everytime...

Regards!

Elvio Cavalcante

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Tue May 25, 2010 6:50 am
by SheepFactory
You wouldnt need to put the path everytime if you save it from the top menu of the plugin window after you set.

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Tue May 25, 2010 2:45 pm
by bazuka
yeah thats why i made that feature ;) so u dont have to set path every time ;)

well about tha gpu devices, i dont know what probl u have? for me, example, i get octane crush every time when i turn on the gpu 0 (i have only 1 gfx) so im not sure whats wrong...

i didnt test with this new build coz i had flu but in next few days ill check....