The technical issue here is that the Alembic format specifies what units to use for the camera, but the scene geometry can be in any unit. You need to find out what unit Maya is using for the Alembic export (it may be e.g. centimeters instead of meters) and change the settings in Octane to match this unit. Octane by default assumes the unit is 1 meter.
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Roeland
OctaneRender™ Standalone 1.21
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
- xxdanbrowne
- Posts: 503
- Joined: Wed Feb 06, 2013 2:38 am
You need to select the octane camera in maya and go into the relevant attribute editor and find whatever attribute corresponds to "aperture". Set that attribute really low or zero and then you should be able to see the objects. I don't have maya in front of me so I can't give better information than that.gah5118 wrote:thanks for the reply, still not understanding it though, will have to wait for the time to mess with it more or for someone to do a tutorial or give an example for maya>octane
If I misunderstood your question and instead of trying to render using the maya plugin you are exporting from maya and rendering in the standalone then the answer is similar but not identical.
In this case look for the little camera icon at the settings on the tool strip on the right hand side. Click that and find the aperture setting. Again set it really low or zero and you will be able to see the object.
I was thinking it could be motion blur also, is this able to be turned off? i wont be using this for motion animation for the most part. i use animation in maya to set each frame as an independent image for technical illustrations. So, the camera is technically moving really fast from one spot to the other every frame.
also, as a feature, would it be possible to have all of the nodes avalible from the alembic file for the camera? for example, plug a camera from the alembic scene into a camera output, then populate the nodes on that so if you only want the position to be used and not aperture then you can.
Thanks for the tries though! i'll have to see something to understand it better.
also, as a feature, would it be possible to have all of the nodes avalible from the alembic file for the camera? for example, plug a camera from the alembic scene into a camera output, then populate the nodes on that so if you only want the position to be used and not aperture then you can.
Thanks for the tries though! i'll have to see something to understand it better.
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
- p3taoctane
- Posts: 1418
- Joined: Mon Jan 25, 2010 12:53 am
From what I can see within Maya. Just changing the aperture does not effect what the abc file contains.
But if you turn depth of field on and pick the appropriate focus distance or just make aperture 64 then the resulting octane abc camera behaves appropriately.
What this means "I think" is that you have to key the focus distance in Maya and have dof enabled in order for the octane animation to be accurate.
This is a bit of a pain and being able to control the octane camera independently and turn off the abc camera would be a nice feature. i.e. disconnect the abc camera and era attach an octane camera in the abc nodes.... BUT I realize you may lose camera animation capabilities that way.
The good news is that Octane (or Albemic) is reading all the maya attributes accurately I think.
Nice work fellas
Peter
But if you turn depth of field on and pick the appropriate focus distance or just make aperture 64 then the resulting octane abc camera behaves appropriately.
What this means "I think" is that you have to key the focus distance in Maya and have dof enabled in order for the octane animation to be accurate.
This is a bit of a pain and being able to control the octane camera independently and turn off the abc camera would be a nice feature. i.e. disconnect the abc camera and era attach an octane camera in the abc nodes.... BUT I realize you may lose camera animation capabilities that way.
The good news is that Octane (or Albemic) is reading all the maya attributes accurately I think.
Nice work fellas
Peter
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
- Elvissuperstar007
- Posts: 2511
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- Location: Ukraine/Russia
- Contact:
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Page octane render " В Контакте " http://vkontakte.ru/club17913093
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Octane crashed on me when I tried to maximize the image panel. All I had done was to load Ray Tracy's Alembic file, set the shutter time to 0.05, and clicked on the render target node.
When I maximize before loading the file it works fine and I can maximize all the other panels, just the image panel causes the crash.
Here is the error:
I'm also getting a whole bunch of these errors:
When I maximize before loading the file it works fine and I can maximize all the other panels, just the image panel causes the crash.
Here is the error:
Code: Select all
ERROR: Program executed illegal instruction.. terminating
Code: Select all
ERROR: EXCEPTION:
Could not open as Ogawa file from provided streams.
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
hi octane team. just read through this topic. looks great so far. had no time to try it myself so far.
what I am interested in:
- what is/will be the 3ds max workflow? do we need a plugin to export to alembic like the one from Digital Frontier (free)? will you implement the alembic export in the 3ds max version?
- speaking of exporting to standalone: will there be a chance to get the instances out of 3ds max right into octane standalone? does alembic also cover instances?
tnx for all your efforts
cheers
boris
what I am interested in:
- what is/will be the 3ds max workflow? do we need a plugin to export to alembic like the one from Digital Frontier (free)? will you implement the alembic export in the 3ds max version?
- speaking of exporting to standalone: will there be a chance to get the instances out of 3ds max right into octane standalone? does alembic also cover instances?
tnx for all your efforts
cheers
boris
P6T7 WS SuperComputer / i7 980 @ 3.33GHz / 24 GB / 1500W + 1200W PSUs / 6x GTX 680 4 GB + 1x Tesla M2070 6GB (placeholder
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It's kinda getting crowded in the node inspector now. Anyway to save to .osc file which node you have set to collapsed or not? That would really help a lot IMO.
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
I was just testing this with the unofficial Blender plugin. If I use that to export to Octane, it doesn't seem to bring in my camera. does this new version break compatibility with unofficial plugins? has something changed in that regard? If I export to 1.2, save then open in 1.21, everything is fine.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
I am having the same problem with the unofficial plugin for maya... its something to do with camera target (--cam-target)kavorka wrote:I was just testing this with the unofficial Blender plugin. If I use that to export to Octane, it doesn't seem to bring in my camera. does this new version break compatibility with unofficial plugins? has something changed in that regard? If I export to 1.2, save then open in 1.21, everything is fine.
when running the following command through dos
"C:\Users\x\Documents\Projects\Archive\categories\tablets-phones\New Folder\pom.ocs" -s 256 -m pom.obj -l "C:\Users\x\Documents\Projects\Archive\categories\tablets-phones\New Folder\pom.obj" --cam-focaldepth 5 --cam-pos-x 19.90256593 --cam-pos-y 18.49701492 --cam-pos-z -15.53721413 --cam-up-x -0.3535533906 --cam-up-y 0.8660254038 --cam-up-z 0.3535533906 --cam-target-x 7.029423612 --cam-target-y 7.986138232 --cam-target-z -2.664071814 --film-width 3000 --film-height 2250
when looking at the camera settings, the target values are the same as position. also, cam-up isnt working the values stayed at 0 1 0
a work around is either stay with 1.2 or, if you can see the command that the plugin issues, copy the cam target values over and it will work for you.
I have the official maya plugin, but prefer the stand alone interface for setting up materials and other settings.
also a feature suggestion, there is a pick tool for materials; can we get one for objects when using object layer?
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3