OctaneRender® for Maya® beta 3.0 [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

renmaxhb
Licensed Customer
Posts: 226
Joined: Mon Dec 13, 2010 8:53 am

So, I will be forced in the next version to disable these multithreaded calls to engine's mesh evaluation function so far...

Oh,no........... :cry:
renmaxhb
Licensed Customer
Posts: 226
Joined: Mon Dec 13, 2010 8:53 am

Jimstar,
renmaxhb wrote:
2'Mesh cannot Edit (not only smooth)when Ipr rendering

I don't understand what you mean...


If I edit a meshUVS, add smooth,creat Uvs, result like,
Attachments
ggg.jpeg
ggg.jpeg (12.09 KiB) Viewed 4402 times
doctorpangloss
Licensed Customer
Posts: 38
Joined: Wed Dec 15, 2010 7:56 am

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?
JimStar wrote:
TBFX wrote:Will you be adding support for particle and nParticle instances?
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...;)
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.
Win7x64 | GTX 580 | Maya 2011
doctorpangloss
Licensed Customer
Posts: 38
Joined: Wed Dec 15, 2010 7:56 am

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...
Win7x64 | GTX 580 | Maya 2011
User avatar
JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

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...
Thank you for report.
I think I will release a fixed versions of 2.58 branch too - it is still usable before the 3.0 branch becomes stable...
User avatar
TBFX
Licensed Customer
Posts: 501
Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

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...
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.

Sad about the multithreading but hopefully Otoy will get that sorted in the engine soon and for now I think it's much more useful to get a stable version of 3.0 without multithread voxelization.
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....
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".

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
User avatar
JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

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.
Do you mean that MentalRay can't have the own shader for each particle?.. Only for object itself?..
I'm testing now the particles rendering, and I think I will release it for yours testing already in the next version of 3.0 branch. And it will be good if you (or somebody else) will post here the particles test scene, on which I can test all these things before releasing... as the scenes that I create by myself may be not so complicated as yours...
RickToxik
Licensed Customer
Posts: 140
Joined: Fri Jan 13, 2012 9:22 pm
Location: Canada

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.
Attachments
LoadPlugin_crash.zip
Crash on loading the plugin 3.0 beta
(96.92 KiB) Downloaded 239 times
jmfowler
Licensed Customer
Posts: 278
Joined: Wed Mar 24, 2010 8:27 am
Location: Auckland, New Zealand.
Contact:

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.
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.
Maya 2013 / W7 64bit / Intel i7 980 / 24GB / Gigabyte gtx 580 3GB + 2*EVGA gtx 680 4gb / MB Gigabyte X58A-UD3R / NZXT Phantom - white/black case
Maya 2013/W7 64bit/Intel i7 3820/16GB/ MB Gigabyte GA-X79-UD3 /4*EVGA gtx 680 4gb/SSD 6Gb.s /CM HAF X case
User avatar
JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

RickToxik
Thanks for dumps! ;)
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.
Interesting!
I will check it, thank you.
Post Reply

Return to “Autodesk Maya”