Re: Roadmap for the maya plugin
Posted: Tue Jul 12, 2016 5:14 am
@everbody using Linux, OSX, @matrix2012
releases are here:
Linux
OSX
@itsallgoode9
So an UI in the Render settings window as before displaying passes, kernels, layers?
Its okay to "badger" me with this, just a bit patience for an answer please.
@gah5118
Gotta do some UI/Mel while changing components, else I can't test it myself.
The idea for the standalone window was debugging at first.
But if some of you like the standalone node graph more than the maya nodegraph,
its possible as well. Momentarily they sync only in one direction (Maya -> Octane).
@p3taoctane, gah5118, jagger, limeforce, PaulScheepers
Gonna do the basic setup with a one-click button/ automatically when a new scene is created.
@ciboulot
Sorry to hear. I still think when v3 is done you will like it.
The nodes where not planned as a must for everybody, but for those who want this level of access and therefore the steps taken are all necessary.
See one click/automatic setup above.
A global UI for passes, kernels and layers can be added, even though finding these options in separate nodes seems easier.
Cameras will be connected automatically in the node graph when you cycle through them in the viewport.
Materials I have to touch yet, since the new nodes work completely different on the insides,
so incompatibilities are unavoidable.
Not possible for you to use v2 until v3 is good enough for you?
@PaulScheepers
Cameras will be connected automatically in the node graph when you cycle through them in the viewport or selecting in IPR, looking for the hook for this.
I think I gave enough info upfront, with the screenshots for example, how the node system will look like.
Easy setup button is still missing, I see that.
@pixerati2
Tell me more about that pipeline integration!
releases are here:
Linux
OSX
@itsallgoode9
So an UI in the Render settings window as before displaying passes, kernels, layers?
Its okay to "badger" me with this, just a bit patience for an answer please.

@gah5118
Gotta do some UI/Mel while changing components, else I can't test it myself.
The idea for the standalone window was debugging at first.
But if some of you like the standalone node graph more than the maya nodegraph,
its possible as well. Momentarily they sync only in one direction (Maya -> Octane).
What walls? Attribute Editor UI "hiding" the standard UI?Let's hope that we are seeing the "buildings" guts without the walls put up just yet.
@p3taoctane, gah5118, jagger, limeforce, PaulScheepers
Gonna do the basic setup with a one-click button/ automatically when a new scene is created.
@ciboulot
Sorry to hear. I still think when v3 is done you will like it.
The nodes where not planned as a must for everybody, but for those who want this level of access and therefore the steps taken are all necessary.
See one click/automatic setup above.
A global UI for passes, kernels and layers can be added, even though finding these options in separate nodes seems easier.
Cameras will be connected automatically in the node graph when you cycle through them in the viewport.
Materials I have to touch yet, since the new nodes work completely different on the insides,
so incompatibilities are unavoidable.
Not possible for you to use v2 until v3 is good enough for you?
@PaulScheepers
Cameras will be connected automatically in the node graph when you cycle through them in the viewport or selecting in IPR, looking for the hook for this.
Please explain! all we have are octane materials connected to maya shading groups:In my hypershade I'm finding all nodes but the ones I need... shaders
I think I gave enough info upfront, with the screenshots for example, how the node system will look like.
Easy setup button is still missing, I see that.
@pixerati2
Tell me more about that pipeline integration!