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Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Tue May 18, 2010 8:27 am
by vanlicht
bazuka wrote:;)

yeah ur right script at the moment doesnt do anything about the size (measurement)

im still brain storming, coz i notice too that when u scale the obj to fit the meter size i get also black render, thats why i disabled that option (for now)

about the second probl hm, dont know what to tell u but what u can tell me is what ver of maya u use ;) so i can check

cheers
Hi Bazuka,
I got that error message with Maya 2010 Win 64bit.
Cheers,
Thomas

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Tue May 18, 2010 5:27 pm
by gzavye
I have a camera and light issue position with last script for maya 2011 x64
the cam+aim in maya
voiturecourse_maya.png
wrong result in octane :roll:
voiturecourse_octane.png
target position in maya
translateX -0.008, translateY 0.022, translateZ 0.00
target position exported in octane
--cam-target-x -2.974936919 --cam-target-y 1.450413961 --cam-target-z -9.846975045
Cam pos is exported well; target is not
Did someone has this issue too?

I have a 24mm focal in Maya and 73.72.74 FOV in octane.
Aperture is by default value

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Tue May 18, 2010 8:25 pm
by vanlicht
gzavye,
Voiture...they look like cool toys to play with.
It could be a stupid question, do you check Export Camera, Lens Aperture Radius, Focal Depth
in maya2octane mel script interface?
It seems to work fine for me with Maya2010 Win64bit.

Cheers,

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Tue May 18, 2010 9:13 pm
by bazuka
can u try not to use camera aim, coz i now u can use 'normal' camera...

p.s. i hope ur using the latest ver of exporter ;)

btw i just got my gtx260, so some basic how to videos should come soon...

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Tue May 18, 2010 10:04 pm
by vanlicht
Hi Bazuka,

Some doubts hopefully can have some information from you,
some of them I might be able to try out myself. Though, I assume
you might have more straightforward answer of what works and not
at the moment:
1. Does all three types of camera works now?
Camera, Camera + target, Camera + target + up

2. If I have camera being groups under several groups, e.g. one grp to
contrl pan, the other to control roll, etc. does that camera's information still work?
I assume you use xform to query the world space instead of the object space information eh?

3. So does the DOF works for maya2octane plugin now?
For that effect do we have to use "camera + target" , or "camera + target + up" in order to
get the DOF distance information?

4. Is the degree of DOF be manipulatable through maya2octane.mel now?
Say, if I set the Focal Lenght to 120 the depth of field would automatically be shallower,
while if set to 35 would have more range of DOF focus point?
Or it is some parameter that will have to be integrated later?

Awesome job Bazuka, keep them coming.

Cheers,
Thomas

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Tue May 18, 2010 10:07 pm
by radiance
vanlicht wrote:Hi Bazuka,

Some doubts hopefully can have some information from you,
some of them I might be able to try out myself. Though, I assume
you might have more straightforward answer of what works and not
at the moment:
1. Does all three types of camera works now?
Camera, Camera + target, Camera + target + up

2. If I have camera being groups under several groups, e.g. one grp to
contrl pan, the other to control roll, etc. does that camera's information still work?
I assume you use xform to query the world space instead of the object space information eh?

3. So does the DOF works for maya2octane plugin now?
For that effect do we have to use "camera + target" , or "camera + target + up" in order to
get the DOF distance information?

4. Is the degree of DOF be manipulatable through maya2octane.mel now?
Say, if I set the Focal Lenght to 120 the depth of field would automatically be shallower,
while if set to 35 would have more range of DOF focus point?
Or it is some parameter that will have to be integrated later?

Awesome job Bazuka, keep them coming.

Cheers,
Thomas
although i can't answer these questions, i can confirm that passing the DOF focal length parameter to octane 2.2 RC1 has no effect. (we forgot to hook it up). will be in RC2.

Radiance

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Tue May 18, 2010 10:58 pm
by Elvio
I have a serious problem!

I do not know how to mount the lighting in octane. I would like to know how do I set up the lighting of the scene and use the script. Every time I use the script it exports the file. Obj and the Octane´s open with defaul values. How can I use an hdri to light my scene if everyt8ime i press render this loads Octane and loads my scene like a simple obj? How do I do with area lights to illuminate my scene? I would like to understand this workflow ...

Regards!

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Tue May 18, 2010 11:17 pm
by radiance
Hi,

currently area lights are not supported yet.
only environment and daylight with sun.

area lights are scheduled for the upcoming beta 2.3 or 3


the workflow is you export, fine tune in octane, fine tune your materials, lighting and render.
if you want to change your geometry or render an animation, you use the script again to reexport and the materials and light setup will be kept intact.

we've nearly finished the new manual that explains all this.

Radiance

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Tue May 18, 2010 11:32 pm
by Elvio
ok, but how can i render a animation sequence and keep the light setup of octane?

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Tue May 18, 2010 11:44 pm
by radiance
Elvio wrote:ok, but how can i render a animation sequence and keep the light setup of octane?
when rendering an animation, the export will write out a new OBJ file with the new geometry,
but it will still be linked with your ocs project file, which contains the material / environment / light / setup configuration.

Radiance