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Re: Beta 2.2 RC1: Maya plugin testing thread
Posted: Tue Jun 01, 2010 3:43 am
by cgbeige
another vote to have scene scale handled by either the exporter or Octane. I deal with different renderers all the time and I'm not about to change my scene units (something I've never had to do for any renderer) just for one workflow. If I can deal with GoZ/ZBrush, V-Ray, Maxwell and mental ray without changing this, Octane should be the same.
Re: Beta 2.2 RC1: Maya plugin testing thread
Posted: Tue Jun 01, 2010 4:11 am
by face
The other think is, that Octan uses mm for aperture or m for focal depth.
When you export a mesh in eg. km, then you must change the aperture to m. But if the result is the same as in mm, i don´t know.
face
Re: Beta 2.2 RC1: Maya plugin testing thread
Posted: Tue Jun 01, 2010 5:45 am
by pasr
Thank you so much Bazuka I was getting annoyed with exporting Obj´s from maya to reopen the whole thing back in octane. This pluging will make the workflow much easier (Y).
Re: Beta 2.2 RC1: Maya plugin testing thread
Posted: Tue Jun 01, 2010 6:10 am
by bazuka
@pasr
ur welcome,
people i will post the testing solution for scale, this is how i did it, let me know if the this wrong or what
u do modeling and etc stuff in maya and the unit size by default is in cm,
then u run the script and the script detects the unit size
if the unit size is different from the meter, script will scale automatically all obj in the scene when u click on render button
ur original obj size wont the touched at all, so thats how i did it for now...
Re: Beta 2.2 RC1: Maya plugin testing thread
Posted: Tue Jun 01, 2010 9:15 am
by Elvio
I'm having problems with the script for maya2octane. I open my scene, I start the script "maya2octane" I set the paths, etc.. I choose my camera and hit render. When the scene opens in octane, it does not recognize the resolution of my scene and the aspect ratio is different, I left my gate resolution entitled to see the problem better. Just below is a picture that I posted with the problems and I am also sending a url with my maya scene.
http://mfxftp.madfx.com.br/shotgun/esta ... octane.rar
Regards.
Elvio Cavalcante
Re: Beta 2.2 RC1: Maya plugin testing thread
Posted: Tue Jun 01, 2010 9:34 am
by bazuka
ok i made a quick fix
get it from the 1st page, try and let me know

Re: Beta 2.2 RC1: Maya plugin testing thread
Posted: Tue Jun 01, 2010 11:05 am
by Elvio
Heres the paintover!
regards
Elvio Cavalcante
Re: Beta 2.2 RC1: Maya plugin testing thread
Posted: Tue Jun 01, 2010 11:17 am
by cgbeige
Elvio wrote:Heres the paintover!
gigantor image
regards
Elvio Cavalcante
You're using a non-square pixel ratio in Maya. Did you try it without that and see if it makes a difference? Also, you didn't show the camera Device Aspect Ratio in the shape node's options. Is that 1.33?
Re: Beta 2.2 RC1: Maya plugin testing thread
Posted: Tue Jun 01, 2010 11:32 am
by bazuka
i did some test and it matchs 100%
just make sure that the Pixel aspect ratio is 1.00
here is how that looks
get these 2 files and compare them in PS...
cheers
Re: Beta 2.2 RC1: Maya plugin testing thread
Posted: Tue Jun 01, 2010 12:26 pm
by face
100% or with the mismatch thats serbos wrote?
serbos wrote: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.
face