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Re: Roadmap for the maya plugin

Posted: Sun Aug 07, 2016 6:14 pm
by Refracty
I think so - Not?

Re: Roadmap for the maya plugin

Posted: Mon Aug 08, 2016 2:17 am
by k.a.schubert
@mosssi

Additional to what JimStar said about v2, I can add that v3 is an alpha for a reason and is not meant for production, which I say in each release.

So to answer your main question:

Yes, I am here to work with you to make the maya plugin as versatile and feature rich as possible,
but it takes time to restructure large parts of the plugin, which you don't see from the outside,
but that matter very much for development and debugging.

Additionally Autodesk is putting up some more hurdles, like providing an SDK without libraries (SDK's by definition have to provide all necessary files for developing) for whatever reason.
All this takes time.

EDIT Hurray, Autodesk has gotten so many tickets about the broken SDK, they will provide a proper SDK for next Maya version. Stupid decision reversed!

So near future is more likely to mean the next months rather then the next weeks.

@matrix2012

See the release forum.

Re: Roadmap for the maya plugin

Posted: Fri Aug 12, 2016 11:55 am
by calus
@ mosssi



Hi ;) ,
mosssi wrote: Batch render from Maya just saves .exr files with 12 MB size but all blank (file names are frame.0001.passes.exr)
what version of the V2 plugin are you using ?
This looks like a bug which was corrected in the 2.24.2 / 7.24 version...

Or maybe this has something to do with this bug :
viewtopic.php?f=110&t=53504
mosssi wrote: Batch render from command line works but it doesn't save Beauty pass just other passes.
I don't remember having this issue,
with which version of the plugin ?
can you share a simple scene with this problem ?
mosssi wrote: Can not support UDIM for textures
right, this is not supported yet by octane core, but I guess it could be easily hacked in Maya.
mosssi wrote: Can't expand environment variables in paths
Right, octane file path are badly implemented in V2, they should use the builtin maya fonctionnality (finger crossed for V3)
viewtopic.php?f=110&t=53761#p271862
mosssi wrote: Can't show textures on viewport
As Jimstar said you can dispay some texture connecting a 2d placement texture.
But it is not useful most of the time as it is clunky, ignores projection nodes and doesn't work at all with directX and opengl core profile.
You can use my script to override octane shader in viewport 2.0 with maya shaders:
viewtopic.php?f=28&t=52995&p=267108&hil ... rt#p266550
mosssi wrote: After changing a texture the old texure remains on cache memory and I should change the file name (needs somethig like arnold texture flush)
rigth, but I'm not sure it's totaly octane plugin's fault, I remember the reload texture button didn't worked well with other renderer too,
or maybe this is again the bad octane path file V2 implementation problem...
mosssi wrote: Can't handle Maya utilities
Can you be more specific ?

Re: Roadmap for the maya plugin

Posted: Sat Aug 13, 2016 9:45 am
by mosssi
@calus

Hi Calus
Thanks for your detailed answer.
calusi wrote: what version of the V2 plugin are you using ?
This looks like a bug which was corrected in the 2.24.2 / 7.24 version...
I'm using 2.24.2_-_7.14 . Is it any different?
calus wrote: can you share a simple scene with this problem ?
That's not the scene fault. But maybe I'm wrong. Can you confirm that the Composite channel in .exr file is the same as Beauty pass and RGB channel is empty instead?
calus wrote: right, this is not supported yet by octane core, but I guess it could be easily hacked in Maya.
Do you mean by Otoy's developers?
calus wrote: Right, octane file path are badly implemented in V2, they should use the builtin maya fonctionnality (finger crossed for V3)
I hope so.
calus wrote: You can use my script to override octane shader in viewport 2.0 with maya shaders:
I will try that really soon. Thank you.
calus wrote: Can you be more specific ?
I mean all the Maya shading nodes like layer texture or multiply or ...

Re: Roadmap for the maya plugin

Posted: Sat Aug 13, 2016 10:10 am
by calus
mosssi wrote: I'm using 2.24.2_-_7.14 . Is it any different?
Yes! of course it's very different :D
Passes where mostly unusable in 7.14 version, Jimstar and Kai have corrected bugs and introduced some essential modifications and features since 7.14
you have to use the 7.24 version !!
mosssi wrote: That's not the scene fault. But maybe I'm wrong. Can you confirm that the Composite channel in .exr file is the same as Beauty pass and RGB channel is empty instead?
I would have to install 7.14 to confirm, but I'm not surprised, as I said, passes were mostly unusable at some point.
mosssi wrote: Do you mean by Otoy's developers?
yes was taking about Kai,
but,thinking more about it, should be pretty easy to make a script which parse the file names and create a network of blended octane texture nodes, based on UDIM convention.
I will give it a try.
mosssi wrote: I mean all the Maya shading nodes like layer texture or multiply or ...
right, but using octane nodes, they work differently but can achieve the same result as maya utility nodes.


Ok so I think most of your problems come from the plugin version you used.
The only reason to use a previous plugin version would be to use the 7.6 version,
as Jimstar broke lot of things between 7.6 and 7.7, as for example particle motion blur.
But 7.6 also lack some essential features and bug corrections.

So I suggest to try the 7.24 version,
and if you still have some problems (or some new ones),
create your own topic in the forum (posts are easily lost in this giant thread).

viewtopic.php?f=109&t=53159

Re: Roadmap for the maya plugin

Posted: Sun Aug 14, 2016 6:43 am
by mosssi
calus wrote: So I suggest to try the 7.24 version,
and if you still have some problems (or some new ones),
Although there are some more fixes to do yet, all batch render stuffs looks correct now. Thank you Calus and Kai.

Re: Roadmap for the maya plugin

Posted: Sun Aug 14, 2016 4:17 pm
by calus
mosssi wrote: Can not support UDIM for textures
I have done a python script to handle UDIM textures with the Octane plugin
(was realy easy to do re-using maya builtin function)

viewtopic.php?f=28&t=55801

Re: Roadmap for the maya plugin

Posted: Thu Aug 18, 2016 5:30 am
by renmaxhb
alpha?

Re: Roadmap for the maya plugin

Posted: Thu Aug 18, 2016 2:14 pm
by gah5118
the alpha is out.... look in releases.

keep in mind, it is an alpha... not polished, only the framework and not ready for production use. The beta will likely be more suited for it.

Re: Roadmap for the maya plugin

Posted: Mon Aug 29, 2016 3:15 am
by Braca
Any word on the development?