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Re: OctaneRender® for Maya® beta 2.58n [CURRENT]

Posted: Wed Aug 29, 2012 7:30 pm
by TBFX
Slimshader wrote:When I use any of the File name prefix presets in render settings, my image sequence files are re-named to the name of the scene temp file. This messes up links to cached data and changes my naming conventions as well.
Yes, same for me. I reported this a couple of versions ago and had been meaning to repost incase it had been missed. Though for me this also happens even when I leave the prefix field blank letting the rendered frames take the scene name, and that's how I most often work.

T.

Re: OctaneRender® for Maya® beta 2.58n [CURRENT]

Posted: Fri Aug 31, 2012 3:03 am
by RickToxik
Hi Jimstar,

I'm having problems with one of those crappy models you download from the internet. Octane crashes endlessly while other renderers do fine. Lots of inverted normals and similar errors in the model, but anyway.

The problem seems to be with the texture assigned to the windows. I am pretty sure it's a normal/geometry problem, but maybe you'd like to take a look. Thank you for your hard work!

http://www.invisiomedia.com/Clients/Oct ... ender.html
(first link save as... )


p.s. While I try to fix my crash, I always end up with the message "RenderView is closed!" and then there's no way I can render, I have to reboot.

pps. Anyway I finally got it working, I reapplied the texture by selecting the windows one by one and apply the texture on them.

Re: OctaneRender® for Maya® beta 2.58n [CURRENT]

Posted: Fri Aug 31, 2012 4:16 am
by renmaxhb
http://render.otoy.com/forum/viewtopic.php?f=7&t=23069

Rendering refresh in 3Dmax very fast when playback,why plugin for maya is slow,hardware?

Re: OctaneRender® for Maya® beta 2.58n [CURRENT]

Posted: Fri Aug 31, 2012 5:37 am
by TBFX
renmaxhb wrote:Rendering refresh in 3Dmax very fast when playback,why plugin for maya is slow,hardware?
I could be wrong but I believe that is using the test version with instancing support which also means transform nodes for geometry inside the octane engine so you don't have to re-transfer the geo per frame, along with other optimizations. I'm sure this will come to Maya once the new version is stable enough for the guys at Otoy to release it to the other plugin developers.
3dsMax is their test/template platform.

T.

Re: OctaneRender® for Maya® beta 2.58n [CURRENT]

Posted: Fri Aug 31, 2012 6:17 am
by RickToxik
I feel so stupid because I think I'm really missing something. Anyway it's the first time I try to batch an animation sequence and:

1) Rendering with the batch render command from the render menu does not work? it says "Rendering with Octane Render" and... no progress, it just hangs. I found that it works with the start/reload render shelf.

2) How do I set 32 bit rendering / float formats??? In my maya common options, I only have 8 bit formats, except maybe png tga and tiff, but they are 8 bit when I open the image (from the IPR, the only one I can get...) in photoshop.

Re: OctaneRender® for Maya® beta 2.58n [CURRENT]

Posted: Fri Aug 31, 2012 7:47 am
by JimStar
RickToxik wrote:I feel so stupid because I think I'm really missing something. Anyway it's the first time I try to batch an animation sequence and:

1) Rendering with the batch render command from the render menu does not work? it says "Rendering with Octane Render" and... no progress, it just hangs. I found that it works with the start/reload render shelf.
It works. It not "hangs", it continues working in background (not blocking Maya's UI), you can open the task manager and see there the "mayabatch.exe" process working. The rendered images will be placed to "images" dir of your project space.
RickToxik wrote:2) How do I set 32 bit rendering / float formats??? In my maya common options, I only have 8 bit formats, except maybe png tga and tiff, but they are 8 bit when I open the image (from the IPR, the only one I can get...) in photoshop.
There are 32-bit formats to choose. From the the manual:
2.4.1 Tonemapped HDR
If checked, HDR images saved by OctaneRender will be tonemapped. Note, that so far if you choose in Maya®
Render Settings any HDR format to save - this plugin will save the image in the .exr format.

So, just select in "Common" tab of Render Settings the "Tiff16", "SGI16", or "Maya16 IFF" - and you will get the 32 bit .exr files. I will expand the formats list later, when all more important things will be done... There is just some strange bug in Maya, which does not let to save these 16 bit formats through Maya's API, functions that intended for it just do not work when saving in 16 bit formats, so I just have written my own code to save in EXR (I'm intentionally do not use Octane's API for EXR saving, as it does not work with paths containing national symbols, and my code works with it)...
Something like this...;)

PS. I'm working at the time to make as much fixes as possible in the next version, so sorry if I do not answer to all bugreports - I just add them all to my TODO, do not worry. I have already fixed the batch file naming issue that Slimshader and TBFX have reported.;)
Just full rework of the standard render mode was needed for stereo render support adding, so it's just some time needed to polish all things and test as full as I can...

Re: OctaneRender® for Maya® beta 2.58n [CURRENT]

Posted: Fri Aug 31, 2012 10:28 am
by RickToxik
Thank you very much again JimStar,

yeah my crash was no priority for the next build. I just keep tracks of reoccuring bugs, just in case you see right away what is going on. I'm very happy to know how that I can render in exr, I've tried often with no luck. ;)

Re: OctaneRender® for Maya® beta 2.58n [CURRENT]

Posted: Fri Aug 31, 2012 11:58 am
by JimStar
RickToxik wrote:Thank you very much again JimStar,

yeah my crash was no priority for the next build.
But I already fixed it...:o Fix it back? :mrgreen:

Re: OctaneRender® for Maya® beta 2.58n [CURRENT]

Posted: Fri Aug 31, 2012 3:44 pm
by JimStar
ZLOy wrote:I have a few suggestions for further integration in Maya, if it can be supported by Octane:
- Save presets for the octane materials and cameras.. it often used for saving time - when you need create a few same matirials and apply same settings
Now its nothing happens when I use "create preset' and "save preset"
Maya can't do this simple thing - save presets of complex attributes.:( No matter, is it "in place" complex data value, or attribute is connected to another node. Only simple values: string and scalar.
It is very simple to do, I could rewrite all these generic Maya scripts to fulfill that - but it will be the ugly hack, as after Octane installing it may vanish the same ugly hacks in the same script of another plugins, or be vanished later by the same ugly hacks of another new plugins just installed after Octane... :puke: Not my way.
I will think about it later, perhaps I will be able to find some more elegant solution... Or Maya will finally make it the right way in its preset processing script (with note in caption of Maya 2013 "Creation Date: 2001")...
ZLOy wrote:- assign texture node to material by drag`n`drop tetures nodes from Hypershader to the checker icon in attribute editor
The same thing.:(
Maya does not catch drag events of shader nodes (e.g. from Hypershader) to Maya's "user data" UI controls. It's weird... But we can't use simple attribute connection controls (which can catch these events) in these places, as the users of this plugin asked me to make the "default in place editable values" of complex attributes. E.g. Octane Texture pin must be connected to some Octane Texture Node, and if you do not have the "default complex value" - you must create all texture nodes after creating the material node, and all these different nodes will be connected to all complex attributes of material (and other nodes to all complex attributes of all these nodes, etc...). To make the live easier, the "in place values" were made - you are not forced to have these explicit nodes connected, instead you have the implicit complex values set to each complex attribute directly, and the Maya's user data UI control is placed above to give you the ability to edit the values of this complex attribute.
So, as a final of this long explanation - Maya does not deliver the drag events to its own user data controls. Weird issue.
So, for us - or one, or the other...

Re: OctaneRender® for Maya® beta 2.58n [CURRENT]

Posted: Sat Sep 01, 2012 8:01 am
by renmaxhb
renmaxhb wrote:
Rendering refresh in 3Dmax very fast when playback,why plugin for maya is slow,hardware?

I could be wrong but I believe that is using the test version with instancing support which also means transform nodes for geometry inside the octane engine so you don't have to re-transfer the geo per frame, along with other optimizations. I'm sure this will come to Maya once the new version is stable enough for the guys at Otoy to release it to the other plugin developers.
3dsMax is their test/template platform.

T.


Maybe Jimstar will tell us something.