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Re: OctaneRender® for Maya® 3.02 - 8.0 Win [ALPHA]
Posted: Tue Jul 12, 2016 6:58 am
by k.a.schubert
@johan_D
johan_D wrote:Thanks kai,
But that don't work with V2 licence? we don't have time to test like other plugins before buying the v3
Best
its the v3 alpha, so you need a v3 license.
(to be continued tommorrow)
Re: OctaneRender® for Maya® 3.02 - 8.0 Win [ALPHA]
Posted: Tue Jul 12, 2016 11:10 pm
by calus
ivankio wrote: The user should also be able to generate his own presets.
But builtin presets seems to save only values, not connected nodes. So a texture environment that would have a file input wouldnt be of much use. Or a daylight that takes a geo location node.
Right, maya preset doesn't fit...
ivankio wrote:
Do you know how I could setup a safe script job to update the lists without introducing potential stability risk? To catch selection ngecha seems too overwhelming and that it may even miss some deletion/creation of nodes, doesn't it? Also, the update seems harmless enough, but idk... isn't it expensive to use cmds.ls(exactType=...) on big scenes to do it often?
Not sure about that, maybe you could use API callbacks instead of scriptjobs : maya.api.OpenMaya.MEventMessage.addEventCallback ( )
Re: OctaneRender® for Maya® 3.03.1 - 8.0 Win [ALPHA]
Posted: Wed Jul 13, 2016 3:03 am
by k.a.schubert
@michaelkdaw, RickToxik
Hard to reproduce the crash.
Try the 3.03.1, maybe it was something in standalone/cuda.
@Jolbertoquini
The manage button in the license tab should work now with 3.03.1.
The material bugs you posted come from hardcoded AETemplates for the v2 Materials. They will vanish after the rework of the materials.
In general a converter will be necessary, the idea is to save the scene in ASCII as v2.ma and have a shelfButton + UI to convert v2.ma to v3.ma,
since .ma is readable. Nobody wants to reconfigure all the materials already setup in a scene.
@gah5118
For now the standalone window is just for debug + ideas, so updates there get overwritten by oct4mayas nodes.
Ah I see @Walls. Well all the feedback is great and we have this conversation because you guys can see the guts and have ideas,
so I get more of an idea of what you need/could need and what (optional) workflows should be done in the plugin.
Sure it needs a nice hood in the end!
@kommando_2k
Its not planned to manually connect everything or have everything in the node editor necessarily.
Hypershade workflow for assigning materials and working on those material networks will stay the same.
And just as info, nodes in hypershade are the same as in the node editor...
so its not about implementing nodes for the node editor and then they can only be used there.
Again, basic setup will be automatic. So afterall its the same effort for getting rendering going as in v2,
just with more access for those wanting it.
Re: OctaneRender® for Maya® 3.03.1 - 8.0 Win [ALPHA]
Posted: Wed Jul 13, 2016 5:50 am
by kommando_2k
k.a.schubert , thanks for response. Hopefully, everything going be good in later beta / final version. Is possible to make a scatter object with scatter node in Node Editor so that import CSV data to generate thousand mesh all over place?

Re: OctaneRender® for Maya® 3.03.1 - 8.0 Win [ALPHA]
Posted: Wed Jul 13, 2016 5:56 am
by k.a.schubert
@kommando_2k
Not yet, got a link for some docs, so I can have more details please?
Re: OctaneRender® for Maya® 3.03.1 - 8.0 Win [ALPHA]
Posted: Wed Jul 13, 2016 7:57 am
by ivankio
@k.a.schubert
How do/would I set active render target for IPR and batch?
What may be the problem that I can't render after starting/loading a second scene? I have to restart Maya to start a new test.
k.a.schubert wrote:Sure it needs a nice hood in the end!
Its not planned to manually connect everything
We in general always knew it was never the plan to have to manually connect everything in the end. You asked for ideas and feedback (while you are running against the calendar) but do not comment on them - or mine.
Maybe you could share a little more of your general ideas so we can be more helpful instead of distracting and steering too far from what you have in mind. Last time in the roadmap - if I remember correctly - you mentioned render settings would be kept quite empty and everything would happen on the node editor but still had to figure a way to keep track of unconnected nodes. The premisse of setting up the renderer outside the render settings is a new paradigm in Maya.
Keep up the good work, just don't Jimify. I imagine Maya development can be an ostracizing experience because of the damned calendar and the unforeseen atypical complexities underlying Maya. We are here to help (at least for a while -
viewtopic.php?f=28&t=51956&start=10). Cheers.
Re: OctaneRender® for Maya® 3.03.1 - 8.0 Win [ALPHA]
Posted: Wed Jul 13, 2016 8:38 am
by Jolbertoquini
k.a.schubert wrote:
@Jolbertoquini
The manage button in the license tab should work now with 3.03.1.
The material bugs you posted come from hardcoded AETemplates for the v2 Materials. They will vanish after the rework of the materials.
In general a converter will be necessary, the idea is to save the scene in ASCII as v2.ma and have a shelfButton + UI to convert v2.ma to v3.ma,
since .ma is readable. Nobody wants to reconfigure all the materials already setup in a scene.
Thanks, Kai

Re: OctaneRender® for Maya® 3.03.1 - 8.0 Win [ALPHA]
Posted: Thu Jul 14, 2016 2:14 am
by kommando_2k
k.a.schubert wrote:@kommando_2k
Not yet, got a link for some docs, so I can have more details please?
Ah here's the document from Standalone Edition
https://docs.otoy.com/#60The%20Scatter%20Node its the part of "native" to OctaneRender Standalone Edition.
Re: OctaneRender® for Maya® 3.03.1 - 8.0 Win [ALPHA]
Posted: Sat Jul 16, 2016 6:23 pm
by oshosamiry
k.a.schubert
When the final version is released?
Re: OctaneRender® for Maya® 3.03.1 - 8.0 Win [ALPHA]
Posted: Sun Jul 17, 2016 10:37 pm
by calus
@Kai, some feedback on Alpha 8.0 :
viewtopic.php?f=28&t=55297