Oh,no...........

Moderator: JimStar
Refracty wrote:If I use the particle instancer in Maya, the instanced particles doesn't show up in the Octane render window (IPR).
Is there a different workflow to use instances?
If that is the case, the plugin would be amazing. I would suggest looking at soup-dev's brand-new deinstance code for their DAG walk and animation strategy.JimStar wrote:Yes indeed, I plan it in the next versions and already have that code, just stubbed it so far before it will be fully functional...TBFX wrote:Will you be adding support for particle and nParticle instances?
Thank you for report.doctorpangloss wrote:Any camera with a frame size taller than it is wide has a mismatch between what is shown in the resolution gate viewport versus what is rendered in IPR by Octane.
This is a bug in 2.58p too...
That'd be great JimStar. Until we have a stable, usable version of 3.0 then at least we can still use 2.58(x) for production.JimStar wrote:I think I will release a fixed versions of 2.58 branch too - it is still usable before the 3.0 branch becomes stable...
Yeah I thought that's what you meant. Proxy works if it's to keep the naming conventions the same between plugins. In general CG terms a proxy would be a low res or even bounding box stand in for more complex geometry that would be loaded at render time, which is not neccessarily the case here so it could create some confusion for people new to the renderer, but all renderers have thier querks and I personally don't mind if they are called "proxy".JimStar wrote:I mean "proxy" just to have "one way" terms with the "on a bleeding edge" 3ds max plugin - Karba has done it using that term "proxy", all objects marked as "proxy" are loaded as distinct meshes... So, I just use the same term to not confuse between Octane plugins....
Do you mean that MentalRay can't have the own shader for each particle?.. Only for object itself?..doctorpangloss wrote:If that is the case, the plugin would be amazing. I would suggest looking at soup-dev's brand-new deinstance code for their DAG walk and animation strategy.
Consider developing a "Particle Sampler Node" that can read particle attributes, e.g., rgbPP, that can be piped into an Octane shader--achieving per-instance shading properties (like per-instance colors) without deinstancing. That is a very high-demand feature that doesn't exist with MR without severe hacking.
I'm using maya 2013 64bit, works ok for me but I always have crashes if there are MR mia shaders open in the hypershade. I'm having to transfer my props into lambert and phong shaders, deleting mia shaders and then loading octane plugin, then creating octane shaders. perhaps you can check that.RickToxik wrote:I work with particles very often... Stucked with mental ray lol.
I'll be one of the happy testers for that anytime.
OK - I'm 100% not putting any pressure, just a simple question for the future of Octane for Maya:
I have seen when we were in the 2.58 version that Octane was able to render some part of a maya fluid if I applied an Octane shader. Is there any way we could imagine that Octane might some day be able to render maya fluids?... I am working with them all the time, it would be awesome to have an alternative to mental ray. Octane images are so high in terms of quality, I would be so happy even if mental ray is pretty fast to render fluids. It's just that no other renderer in maya (maybe Renderman, I don't know) was able to render fluids correctly if I'm not mistaken.
P.S. I can't load the Octane beta 3.0 plugin in maya, I have a crash while enabling the plugin in the plugin window. I tick auto-load, them load and it crashes. Here are two dmp.
Interesting!jmfowler wrote:I'm using maya 2013 64bit, works ok for me but I always have crashes if there are MR mia shaders open in the hypershade. I'm having to transfer my props into lambert and phong shaders, deleting mia shaders and then loading octane plugin, then creating octane shaders. perhaps you can check that.