Roadmap for the maya plugin

Autodesk Maya (Plugin developed by JimStar)

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p3taoctane
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Where as I love the standalone nodegraph set up.
So simple to hook thing s up and create scatter nodes etc.

Different strokes aye

Peter
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gah5118
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p3taoctane wrote:Where as I love the standalone nodegraph set up.
So simple to hook thing s up and create scatter nodes etc.

Different strokes aye

Peter

Likewise, I prefer having access to the standalone nodegraph as an option. Like I said before, once the ui is up things are streamlined, I think it will make both the native maya users happy as well as the standalone.

By walls, it's an analogy referring to no longer having to look at the guts which is what we for the most part see right now and some users don't like. I for one, like both something streamlined while being able to pop open the hood so to speak.
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calus
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@p3taoctane and @gah5118,

did you notice in alpha 8 that you can already copy and paste nodes between maya debugger and standalone ? :)
Pascal ANDRE
gah5118
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that was the first thing i tried... problem is, they disconnect after you restart the ipr. Lots of potential :)
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blackshore
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Joined: Wed Jul 31, 2013 6:22 pm

Does Xgen now work?
If so, what results are you getting?
If you would like to try you are free to use my test file.
https://www.dropbox.com/sh/lahhchpnixp9 ... Ctfba?dl=0
You might need to replace lights and shaders.

I used it for redshift as a test and got this result under 30 sek:

Image removed: No advertisement please.
k.a.schubert
OctaneRender Team
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Joined: Mon Feb 22, 2016 2:52 am

@blackshore

Did not add support for XGen yet. So if it did not work before, there will be no change.

Obviously I removed the image for the given reason.

If you want to compare rendering solutions, please do so @CG Society etc...
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blackshore
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calus wrote: :D Unlike you I really really hope that the workflow will change and use more usual Maya workflows,

the limitation coming with V2 plugin approach gave us a lot of convoluted non-sens workflows.

Do you really want to still have to select "MayaIFF16" format to output 32 bits EXR ? :twisted:
I think that there has been some form of misunderstanding. I wanted a better maya implementation.
I would love to use the standard textures & nodes that came with maya similar to Vray as an example.
k.a.schubert wrote:@blackshore

Did not add support for XGen yet. So if it did not work before, there will be no change.
Alright. I'll be waiting until that is done.
calus
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blackshore wrote: I would love to use the standard textures & nodes that came with maya similar to Vray as an example.
well this may happen when OSL is in Octane, until then there's no way with the Octane SDK to mimic texture and shader from the Hosting application.

Or the other way is to auto-bake the maya texture at render time but it seems really hard to implement in Maya,
on the contrary in C4d there's an easy API to bake C4d texture so all the renderers use it :)
but as far as I know , in Maya, the only renderer doing this is "Iray for Maya", ...hard but possible.
Pascal ANDRE
renmaxhb
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I have got 2 1070,waiting for support gtx1080/1070 :geek:
k.a.schubert
OctaneRender Team
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Joined: Mon Feb 22, 2016 2:52 am

@renmaxhb

Standalone team is working on that! ;)
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