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Re: Roadmap for the maya plugin

Posted: Tue Jul 12, 2016 8:48 pm
by p3taoctane
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

Re: Roadmap for the maya plugin

Posted: Wed Jul 13, 2016 12:41 am
by gah5118
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.

Re: Roadmap for the maya plugin

Posted: Wed Jul 13, 2016 12:49 am
by calus
@p3taoctane and @gah5118,

did you notice in alpha 8 that you can already copy and paste nodes between maya debugger and standalone ? :)

Re: Roadmap for the maya plugin

Posted: Wed Jul 13, 2016 1:34 am
by gah5118
that was the first thing i tried... problem is, they disconnect after you restart the ipr. Lots of potential :)

Re: Roadmap for the maya plugin

Posted: Thu Jul 14, 2016 5:54 am
by blackshore
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.

Re: Roadmap for the maya plugin

Posted: Thu Jul 14, 2016 10:51 pm
by k.a.schubert
@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...

Re: Roadmap for the maya plugin

Posted: Fri Jul 15, 2016 6:11 pm
by blackshore
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.

Re: Roadmap for the maya plugin

Posted: Fri Jul 15, 2016 7:35 pm
by calus
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.

Re: Roadmap for the maya plugin

Posted: Tue Jul 19, 2016 6:33 am
by renmaxhb
I have got 2 1070,waiting for support gtx1080/1070 :geek:

Re: Roadmap for the maya plugin

Posted: Tue Jul 19, 2016 10:15 pm
by k.a.schubert
@renmaxhb

Standalone team is working on that! ;)