Re: Roadmap for the maya plugin
Posted: Fri Jun 03, 2016 7:55 am
Me too!nedan wrote:I'm checking on the forum every day for v3.
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Me too!nedan wrote:I'm checking on the forum every day for v3.
Thanks a lot Kai, for the road-map update, that was really awaited.k.a.schubert wrote: Roadmap
Preview release v3 - this month (june (2016))
- Have to add a medium node for volumes (looking at ramp attributes there), so a release makes sense and you can play with it.
- uses old material nodes and geometry mechanism (not node based) (which I want to replace for the production release)
- Baking camera maybe
Production release v3 - next month (july (2016))
- Baking camera
- volumes fully integrated with maya fluids
- geometry (collector) nodes for different geometry types, replacing old mechanism for sending geometry to octane
- (so materials are still edited in hypershade
(workflow okay? Could have a nodegraph as in standalone, with everything connected there!?)
but material assignment workflow [right click menu on mesh in viewport] works with hypershade)
- Maya 2016.5 SDK integration
Looking good Kai, thanks for the update! So, just to make sure: we'll be able to connect whatever Maya node outputs & inputs of a suitable type to the exposed pins on Octane nodes? Finally, that looks way more like proper integration than before!So update of status and roadmap, here we go:
Current Maya Octane light node is a black box using internally hard-coded octane nodes and attributes, with a hidden geometry shape and a very primitive maya locator.ivankio wrote: I'm a little concerned about that camera network. I fear if it is going the direction of current spotlights like Jolbertoquini talked about. Current spotlights are a pain to work with because their directions do not even comply to their Maya transforms and there's a fuzzy relationship with opacity and alpha shadows (besides not showing in the viewport).