Re: Roadmap for the maya plugin
Posted: Tue May 31, 2016 7:31 am
I am with you mverta on that comment, I woild love the interghration with maya and the option do to it in standalone style.
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cyrillweiss wrote:I have to second that and what ivankio wrote. Adding to that it bugs me, that I'm still bound to a geometry limitation for rendering and with Octane 3 this can be fixed. Also I don't need to say, how unstable maya gets, when the octane plugin is activated. Features like focus on a object doesn't work with an octane light - you will find the camera at the other end of the workspace.but it's nicer to know, when we can expect the first alpha? Maybe without the volumetric stuff for now, because it's not so important, as ivankio said. The actual plugin (V 2.24.2 - 7.24) is a horrible peace of software, which is quite useless.
What I want to point out: if the plugin uses the maya node system and therefore has less bugs, it would help me much more, than to know, that I can use volumetric stuff.
Since at least Version 2 the plugin was lacking behind all other plugins and on top of that, let maya crash repeatingly or let the grafic card driver crash - situations where debugging is a big pain and is not easy to reproduce. I was even surprised, that using GMH2 (http://www.thundercloud-studio.com/shops/gmh2/ - it only uses maya nodes/painteffects) while octane plugin is loaded, maya crashes.
About 20% of my time went just for debugging and workarounds regarding the octane plugin. There is even a workaround in the plugin (unique names) which shouldn't be necessary - none of other renderers need such a workaround and are much better integrated into maya. I'm aware that Jimstar was overloaded with different tasks and I guess he had his reasons, that the plugin had to end up how it is today. I'm much more positive, that at least now there is Kai, who is 100% working only for the plugin and it is to say, that we need a solid base, which works with maya, before the fancy stuff gets implemented.
I love octane for the speed, quality and the node based approach, but what I still miss, that octane render plugin should support:I'm looking forward to a successful development.
- concave polygons (no need for triangulation)
- Smooth mesh (Button "3" in maya)
- Subdivision creasing
- Xgen integration (scattering, hair, aso)
- hair plugin (http://peregrinelabs.com/yeti/, http://www.ephere.com/plugins/autodesk/maya/ornatrix/)
- combining Maya texture nodes with octane texture nodes (ex. ramp texture, fractal noises, ..) or better/advanced octane texture nodes for example with ramp attributes
- stackable displacement map or combination of maps
- maya lights (like mentalray has additional attributes in maya standard light, octane can use own attributes in light, but the light position are the same, so it would be possible to combine different renderers) - also a suggestion about lighting: http://brograph.com/luminous
- Spot Lights (there are workarounds at the moment, but are a pain with IES Light profile)
- Viewport (sometimes materials in Viewport are visible, sometimes not)
- Substances textures
- All render passes, which are supported by the Version 3 Render core (ex. albedo)
- Remove limit of 19Mio. Polygons (workarounds where necessary in certain cases, like with fluid meshes)
cheers
Cyrill
Totally agree, this is why, even though I was there from the start (octane maya beta), I ended up stopping using octane - this and the fact that it crashed some critical scenes that were not even using octane, but anyway...mverta wrote:Yes this sounds like the plugin will no longer be working in Maya's native environment, like Maya does. If so, I personally find this disappointing. I find plug-ins which seem to seamlessly be a native part of the host program are, by definition, instantly more user friendly and intuitive.
Goldorak wrote:I believe Kai has been providing the community regular updates on the progress being made, and also why we are taking the time to refactor the node system for V3. It is on us to keep you all informed and we will make sure to do that as often as needed.
As Calus mentioned, the latest update in terms of hopeful release date that was given over a month ago has come and gone without any new estimate of release date. For the most part everybody waited patiently for the month and now that the release estimate has passed, we're hoping for an updated estimate on release date. Will it take a few days, a few weeks, a few months?Goldorak wrote:I believe Kai has been providing the community regular updates on the progress being made, and also why we are taking the time to refactor the node system for V3. It is on us to keep you all informed and we will make sure to do that as often as needed.