k.a.schubert wrote:
I was just wondering, if we want material and upstream nodes (textures, transforms etc. ) in the main node graph (as in stanalodne)
or we stop at the geometry level and have separate node graphs for the materials (like version 2 materials basically).
Right, that's really tricky to design. For the moment I can't see either, a good way to transpose to Maya geometry and shading Engine the standalone node process as you did for camera and fluid shape. It seems too complex, the node editor would be a noodle soup.
So basically yes it seems we have to stick for now to the V2 way and still convert maya nodes shading at render time ...
(thinking more about this, finally I think it's possible to connect everything to the main node graph, it's just a matter of auto-filtering nodes and connection in the node editor)
How I see thing :

1/
Let's have first all octane nodes in Maya.
I really mean all nodes even geometry nodes and in and out pin nodes, geometry nodes would behave as proxy.
The idea is to be able to work in Maya Node Editor exactly as you would in standalone, with all the same octane nodes and make it rock solid.
It's important to really have all the octane nodes with exact same name and attributes, (even if the useless ones are not exposed in GUI in the end).
it would give us nearly for free a complete ORBX importer and would make easy to copy paste nodes from standalone to maya (with a little scripted xml parser).
Also Local DB could be used to import any nodegraph from Standalone.

2/
Nodify the conversion process
Once we have all octane nodes working as in standalone (in parallele to the V2 like process for maya nodes),
let's figure out how we can make maya nodes
more connected to octane main node graph and
less converted at render time,
I think it has to be a progressive process of trying and testing, case by case, to find out the best workflows and the simplest nodifications.
Also how to manage hair, instancer, xgen, lights, I have some ideas for that:
For example I can see how to prototype a script automatically attaching to any maya light type, a Gobo geometry shape/octane shader, driven by the relevant maya light attributes and trying to mimic the maya light. Maybe a script is good enough and we won't need a C++ node for that. but let's figure this out when we'll have all octane nodes

.

3/
GUI part of things
Ideally you should be able to setup everything also from Attribute editor / shelf / render setting ... with no Node Editor involved, it's important as some Maya users hate nodes.
For that I'm afraid you won't be able to avoid mel coding, all maya GUI use mel...
I think maybe we can mimic more some Standalone GUI behaviors with Maya Attribute Editor (as Refracty suggested), I have some ideas for that, but will have to make some tests.
On the other hand I have no idea (yet) how to deal with octane style "in pin" nodes, I think it's going to be a big problem. We need in Maya the same thing at least for value nodes, RGB and greyscal nodes, as we can't have connected nodes for every attributes (nouddle soup).
JimStar already deals with that problem for V2 octane nodes but as you said he had to hack the AEtemplate from C++ and as a result a lot of things doesn't work as it should (no maya native widget, no drag and drop and a lot of quirks).
But let's figure this out later...