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Re: OctaneRender® for Maya® beta 3.03f [CURRENT]

Posted: Thu Nov 22, 2012 3:27 am
by TBFX
Q-Games wrote:Confirmed. It now works even with Maya 2013 Service Pack 2...
Uff, I'm sweating...
Phew! glad you found the problem. and good to know!

T.

OctaneRender® for Maya® beta 3.03f [CURRENT]

Posted: Thu Nov 22, 2012 4:23 am
by JimStar
Q-Games wrote:The problem is the plugin does NOT tell you that you have to re-activate, it just load and than freezes without any error...
It's not true. Plugin tells you it is NOT activated EVERY TIME it loads into Maya.
You should check the script editor messages at first when you have any problems...

Re: OctaneRender® for Maya® beta 3.03f [CURRENT]

Posted: Thu Nov 22, 2012 5:16 am
by Q-Games
JimStar wrote:
Q-Games wrote:The problem is the plugin does NOT tell you that you have to re-activate, it just load and than freezes without any error...
It's not true. Plugin tells you it is NOT activated EVERY TIME it loads into Maya.
You should check the script editor messages at first when you have any problems...
Well Maya gives you TONS of messages, especially if you have many plugins installed, so i stopped paying attention to them.
You should warn the users a little bit better, maybe with a popup or something...
And beside, Maya should NOT freeze if you don't activate the plugin...

Re: OctaneRender® for Maya® beta 3.03f [CURRENT]

Posted: Thu Nov 22, 2012 6:34 am
by JimStar
Q-Games wrote:Well Maya gives you TONS of messages, especially if you have many plugins installed, so i stopped paying attention to them.
It's not the plugin problem that you do not check the error messages when getting some problems after reinstalling or updating the Maya version.
There are not so many messages right after plugin loading.
1.png
Q-Games wrote:Maya should NOT freeze if you don't activate the plugin.
Everything has its cost. The price paid for laziness is slowing down. Lets ask others Maya professionals if they want to get additional slowdown of refreshing swatches in the everyday work due to checking every time the activation status when every swatch is being refreshed... instead of just read the error messages in script editor just one time when getting problems...
If the others want this too - I will add this checking in every piece of code where you can get hanging when not activated...

PS. Anyway - it's how Octane engine works: it hangs if you try to render on it if not activated ("get swatch" - is the render process too). Plugin can just do some workaround to check the status every time before start every rendering - it will eat some additional resources in everyday work...

Re: OctaneRender® for Maya® beta 3.03f [CURRENT]

Posted: Thu Nov 22, 2012 7:13 am
by jmfowler
Jimstar - I think its fine the way it is thanks. We don't need license checking beyond what it already does, and we certainly don't want any slow downs.

Jimstar - I did another render and the error you referred to is what it said see image below, this was captured at the end of the second animation frame

Image

Re: OctaneRender® for Maya® beta 3.03f [CURRENT]

Posted: Thu Nov 22, 2012 8:05 am
by JimStar
jmfowler wrote:Jimstar - I did another render and the error you referred to is what it said see image below, this was captured at the end of the second animation frame
Thank you very much! It is what I needed.:)
Now, thanks to this log, I can tell you what is the exact reason: it is really the engine issue. I don't think it is the big deal (as the rounding is very small), but anyway it is the fact: it seems that the engine rounds a little the counted samples when rendering, so if you render some big amount of samples it becomes "visible". E.g. if the engine sees that the next iteration will give more samples than needed - e.g. you already have 7997 and the engine sees that the next iteration will give 8016, it stops refreshing the image rounding it to the lowest value... It is only my assumption about the engine's algorythms, but it seems that it is something like this...
I just have added the workaround which catches if it happens and treats this frame as finished.

Re: OctaneRender® for Maya® beta 3.03f [CURRENT]

Posted: Thu Nov 22, 2012 8:26 am
by TBFX
JimStar wrote:Lets ask others Maya professionals if they want to get additional slowdown of refreshing swatches in the everyday work due to checking every time the activation status when every swatch is being refreshed...
Yeah... let's not go adding slowdown. The script editor is exactly where this message should be and it should be standard Maya practice when something goes wrong to open the script editor and read.

T.

Re: OctaneRender® for Maya® beta 3.03f [CURRENT]

Posted: Thu Nov 22, 2012 8:39 am
by nedan
I have some small remarks:
- Objects within groups do not appear in the final image unless they are manually added separately on render layer. Group is not considered, only the objects within it.
- Shadows are not calculated correctly taking into account the opacity texture.

Re: OctaneRender® for Maya® beta 3.03f [CURRENT]

Posted: Thu Nov 22, 2012 9:02 am
by JimStar
nedan wrote:- Objects within groups do not appear in the final image unless they are manually added separately on render layer. Group is not considered, only the objects within it.
Strange, it should work, I checked it on my scenes... Can you please give me the scene on which you have this problem, to I can catch and kill this issue?..;)
nedan wrote:- Shadows are not calculated correctly taking into account the opacity texture.
It is rather engine problem, as the plugin does not renders the shadows, it just loads all objects to the engine... Can you please give some more detailed explanation, for understanding where is the problem - in the engine or in the plugin...

Re: OctaneRender® for Maya® beta 3.03f [CURRENT]

Posted: Thu Nov 22, 2012 9:27 am
by nedan
You got PM with a small test file.