Beta 2.2 RC1: Maya exporter plugin (unofficial)

Autodesk Maya (Plugin developed by JimStar)

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cgbeige
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bazuka wrote:- hm, should not hang, only while the obj is exported... i dont have that probl here
It might be a problem with Mac Maya 2011 and Qt - it does a stupid thing where the palette windows float above other apps during renders. But the whole app not being usable is weird. Is it waiting for a returning image?
bazuka wrote:-- dont know about this one, i dont think its the probl with script, can u check the output line from maya?
What am I supposed to put in the GPU devices to use field? Using this command in the command line renderer works when using both GPUs:

octane -g 0 -g 1 /path/to/scene.ocs

but if I put "0,1" or "0-1" in the GPU devices field, it crashes Octane.
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face
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with spaces between...

face
Attachments
gpu.gif
gpu.gif (1.42 KiB) Viewed 4027 times
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
bazuka
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@cgbeige

no its not waiting, u should be able to do anything, u can check on the 1st page im uploading some videos how to, but this is under windows, dont know if there is a probl with osx

u can put even without spaces script will understand, just dont use dots, commas or similar things

p.s. let me know what would u like me to add in settings to be saved...
Maya 2009 x64 & Maya 2011 x64
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
serbos
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Hi bazuka,

I got my license today and started experimenting with Octane. I am very excited from what I see so far.
I encountered mismatch between the Maya Camera and the output from the Octane camera. I did a little digging around in the mel script that helps in the exporting and came across some things that I attempted to improve. Please see attached mel script (it's for Maya 2010).

a. I added a snippet to help the user navigate less when setting the "ProjectPath"

b. I took into consideration the camera's horizontalFilmAperture in the calculation that you already had there to come up with a correct field of view. Now the render between Maya and Octane match almost exactly.
There is a pixel or maybe half offset. I don't think that is a mel script problem. I think that the developers of Octane need to address and make it match exactly. It's a great tool. But if it doesn't match exactly it is going to become an obstacle in production.

c. During my tests I exported things from Maya and ended up with more than what I wanted. Things that were invisible in Maya showed up in the Ocatane render. Things such as blend targets etc. I modified the OBJ export to export only selected objects. Animated visibility is another issue. Since the obj format does not support visibility I wonder if it is a good idea to go through the OBJ format in the first place. I would hope that a C++ conversion be developed at some point in the Octane format. Even if it means that users have to get the new plugin every time a new version of Maya comes out.

Anyway. I look forward to seeing Octane develop further and wish to help in any way that I can. It is very very promising.
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serbos_maya2octane.zip
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bazuka
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@serbos

hi my friend ;)

there is no mismatch, i just didnt warn the people that the focal depth is actually the maya's focal lenght and the real focal depth is calculating in the script...

i left it like this coz it was easier to understand coz as we all know no1 uses the focal depth in maya ;)

yea i notice that obj exporter from maya exports everything even the hidden obj and visibility probl too

if u ask me best way is to make real exporter for octane, something like other standalone renders have, (mw, fry, etc...)

cheers

p.s. i have checked the script and u didnt dl the latest ver ;) i made some changes, maybe thats why u have mismatch in octane...

also its not smart to export only selected obj, what will happen if u have 1000 or even more obj in the scene? u will have to select the 1by1 and the export them? ;)
Maya 2009 x64 & Maya 2011 x64
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
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face
Octane Plugin Developer
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Location: Germany

bazuka wrote:@serbos
yea i notice that obj exporter from maya exports everything even the hidden obj and visibility probl too
Mabye it gives in Maya the chance to check with a script, which objects are visible.
With that information, you can run your script, select via script only the visibles and then export them.

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
serbos
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Hi again.

You are correct. The camera does match with the newer version of the script.
But it's still off by something like a pixel... Are you not seeing it in your tests?
I'll try it again with a fresh simple scene. Maybe there's some other variable in the mix.

Thank you.
serbos
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Hi Bazuka,

Here's a zip file (see attachment) with a Maya scene and an Octane scene generated from it.
I rendered an image from both programs and made a multi-layered tiff from the result. If you zoom in and toggle the top layer (or do a diff) you can see that they are off by a couple of pixels. Please let me know your thoughts. Are other programs having the same issue? XSI? Blender? Or am I doing something wrong?

Thank you.
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bazuka
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yea ur right, but u couldnt see that if u didnt put side by side images ;)

im not sure where is the probl i think maybe in position of camera and precision of xyz values but will see time will tell ;)

@face

its possible to check every obj but like i said what if u have >10000 obj that will take some time to check and export

ill do some test and check the speed, if its less then 1sec i could implement it...

going to sleep, see ya
Maya 2009 x64 & Maya 2011 x64
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
serbos
Licensed Customer
Posts: 12
Joined: Sun May 30, 2010 1:35 am

[quote="bazuka"]yea ur right, but u couldnt see that if u didnt put side by side images ;)/quote]


If you do a composit to add some extra effects to the octane render it will be an issue. Or if you use a mat generated from Maya to lift something from the Octane render you will end up with a halo. Can you convey this to the developers?

Good night. Thanks for the discussion.
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