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
Roadmap for the maya plugin
Moderator: JimStar
- p3taoctane
- Posts: 1418
- Joined: Mon Jan 25, 2010 12:53 am
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
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.
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
- blackshore
- Posts: 117
- 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.
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
- Posts: 137
- 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...
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...
- blackshore
- Posts: 117
- Joined: Wed Jul 31, 2013 6:22 pm
I think that there has been some form of misunderstanding. I wanted a better maya implementation.calus wrote: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 ?
I would love to use the standard textures & nodes that came with maya similar to Vray as an example.
Alright. I'll be waiting until that is done.k.a.schubert wrote:@blackshore
Did not add support for XGen yet. So if it did not work before, there will be no change.
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.blackshore wrote: I would love to use the standard textures & nodes that came with maya similar to Vray as an example.
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
- k.a.schubert
- Posts: 137
- Joined: Mon Feb 22, 2016 2:52 am
@renmaxhb
Standalone team is working on that!
Standalone team is working on that!
