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Re: OctaneRender® for Maya® beta 3.0 [CURRENT] TEST

Posted: Tue Sep 25, 2012 11:35 pm
by Q-Games
TBFX wrote:
Q-Games wrote:I have a question: in the standalone version you can specify the focus point by
In an IPR active render you can use the render region to select the focus point. It will set focus to the center of the area you swipe out.
T.
Thank you for the info!
How about the broken specular material? Am I the only one having this problem? :?

Re: OctaneRender® for Maya® beta 3.0 [CURRENT] TEST

Posted: Tue Sep 25, 2012 11:45 pm
by TBFX
Q-Games wrote:How about the broken specular material? Am I the only one having this problem?
I have not been using version 3.0 of the plugin as it's too broken just yet but on my initial tests with it the diffuse and glossy materials were both working as expected, haven't tried a specular in that version. I'll give it a go when I next get a chance.

T.

Re: OctaneRender® for Maya® beta 3.0 [CURRENT] TEST

Posted: Wed Sep 26, 2012 1:00 am
by doctorpangloss
JimStar wrote: Do you mean that MentalRay can't have the own shader for each particle?.. Only for object itself?..
That's right, mentalray for Maya doesn't let you set a shader for a particular instance. You typically have to deinstance the particle-geometries. Ideally, Maya would translate a "particleSamplerInfo" nodes' outRGB attribute to mesh shaders. particleSamplerInfo does work for software-rendered particles--i.e., the way you color a software rendered particle is by connecting a particleSamplerInfo outRGB attribute to an attribute on a particleCloud node. However, if you connected the same particleSamplerInfo to say, a blinn or mia_material node's diffuse attr., and then applied that mesh shader to the parent (instanced) mesh, the instanced meshes would not be colored per particle.

In a perfect world, Octane would do the following:

Code: Select all

If the shader is applied to an instancer node:
....If the shader has any connections downstream from a particleSamplerInfo node:
........For each instanced mesh:
............Set up a Octane proxy object
............Compute the particleSamplerInfo node using the particle that corresponds to the instanced mesh
............Shade with the graph, substituting the computed particleSamplerInfo
Plugin authors I think have had trouble with that very very last step. There's something about the Maya API that makes it difficult to find the particle that corresponds to a mesh computed by Maya's instancer node.

However, you have the advantage of writing your own instancer node, so as long as you store the particle attributes with the instance and provide a way to pipe that data into an Octane shader, it sounds like you're good to go.

I will package up a sample scene for you to use shortly.

Thanks, and excellent work as always-

Re: OctaneRender® for Maya® beta 3.0 [CURRENT] TEST

Posted: Wed Sep 26, 2012 1:10 am
by Q-Games
Another bug I found, if you have an emissive material, than you save the scene and reopen it, the intensity of the emission is turned down to a very low intensity, but if you check the settings are correct as you saved them. You need to touch slightly one of the values and the intensity goes back as it should... :?

Also, it would be nice if when I export a .ocs file it will include the mesh as well...

Re: OctaneRender® for Maya® beta 3.0 [CURRENT] TEST

Posted: Wed Sep 26, 2012 2:00 am
by doctorpangloss
Instancing shading test scene:

http://goo.gl/SErjF

Made with 2.58p and Maya 2013x64. Click the annotation and read the nodes for details.

Below is the ideal setup for shading instanced particles.

[Edit: File updated with license for Otoy to use for testing.]

Re: OctaneRender® for Maya® beta 3.0 [CURRENT] TEST

Posted: Wed Sep 26, 2012 11:55 am
by JimStar
doctorpangloss
Thank you!

Re: OctaneRender® for Maya® beta 3.0 [CURRENT] TEST

Posted: Thu Sep 27, 2012 11:43 pm
by jmfowler
Hi Jimstar,

I've got a problem, I have an animation to render in 2 weeks but I can't find any 580 (3gb ) cards to buy for a system, some of my scenes need the instancing feature. It looks like my only option is to render using 680's etc Currently I have one 580 3gb I'm using maya 2013 64bit.

I realise your very busy fixing bugs on v3, BUT I'm really stuck at the moment So my question is - When do you think you can do a kepler compile of the Maya-Octane renderer? 1-2 weeks?

Thanks.

Re: OctaneRender® for Maya® beta 3.0 [CURRENT] TEST

Posted: Fri Sep 28, 2012 9:00 pm
by doctorpangloss
face wrote:
JimStar wrote:Do you mean that MentalRay can't have the own shader for each particle?.. Only for object itself?..
MentalRay can change the shader by a particle attribute, also the color of each particle.
At least with Softimage, should be also possible with Maya...

face
Sadly not in Maya.

Re: OctaneRender® for Maya® beta 3.0 [CURRENT] TEST

Posted: Sat Sep 29, 2012 10:40 am
by JimStar
doctorpangloss wrote:
face wrote:
JimStar wrote:Do you mean that MentalRay can't have the own shader for each particle?.. Only for object itself?..
MentalRay can change the shader by a particle attribute, also the color of each particle.
At least with Softimage, should be also possible with Maya...

face
Sadly not in Maya.
But I see that I can set the shader to the particle itself in Maya, not only to the object... Maya does not have the standard API means to get the material of the particle when iterating particles and particle's instances, but it can be done during the attributes connections... And in this case I can bind own Octane material to each particle...
Is that what you mean?..

Re: OctaneRender® for Maya® beta 3.0 [CURRENT] TEST

Posted: Sat Sep 29, 2012 7:29 pm
by TBFX
JimStar wrote:But I see that I can set the shader to the particle itself in Maya, not only to the object... Maya does not have the standard API means to get the material of the particle when iterating particles and particle's instances, but it can be done during the attributes connections... And in this case I can bind own Octane material to each particle...Is that what you mean?..
Yes, as I understand it in Maya you can set per particle RGB values and shaders but the particle instancer node gives us no access to the indivudual instances at the shader level, though as I'm not hugely experienced with particles in Maya there could be a way I'm unfamiliar with. The way I've delt with it in the past is to have more than one base object, one each for every shader variation I need, and then use the instancer multi object controls to distribute them. Not as efficient as you require more than one base object just for shader variation.

If you can find a way to give us control of shader distribution in a particle instancer node that would be awesome!

Trev.