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OctaneRender® for Maya® beta 2.58o [OBSOLETE]

Posted: Sat Sep 01, 2012 7:01 pm
by JimStar
Refractive Software®/Otoy® is proud to announce the availability of a new version of OctaneRender™ for Maya®
The world's fastest and most feature-rich unbiased render engine that integrates completely into Autodesk® Maya®.


Maya® Version Requirements

This release will work with Maya® Versions 2011, 2012 and 2013 / 32-bit & 64-bit on MS Windows operating systems.

Notes regarding features/functionality

OctaneRender™ for Maya® implements almost full functionality of OctaneRender™ standalone inside Maya®. Materials from the Live DB are currently not available.

COMPATIBILITY AND OCTANERENDER STANDALONE REQUIREMENT

To run OctaneRender™ for Maya®, you need to also have an activated OctaneRender™ Standalone copy activated on the machine you wish to install the plugin onto.
You cannot purchase and use only the Maya plugin and use it without also owning an activated copy of OctaneRender™ Standalone on your machine
.


HOW TO PURCHASE LICENSES

Go to our online shop here: http://www.refractivesoftware.com/shop/

If you do not own an OctaneRender™ Standalone Edition License yet:
You can purchase both the OctaneRender™ Standalone Edition and the OctaneRender™ for Maya® Edition as a reduced price bundle, purchase the bundle priced at 179€

If you already own one or more OctaneRender™ Standalone Edition licenses you want to pair the plugin with:
Purchase an "OctaneRender™ for Maya® Beta License" priced at 99€

You can also purchase a 3, 5 or 10 pack of OctaneRender™ for Maya® licenses,
just like OctaneRender™ Standalone Edition packs.


OCTANELIVE

Just like OctaneRender™ Standalone, the Maya® plugin product also needs an additional OctaneLive license and be activated on a machine.
This has to be done in the plugin interface panel in Maya, and is covered in the included PDF manual.
It can only be done after an OctaneRender™ Standalone license is already activated on the machine in question.


BUG FIXES SINCE LAST RELEASE:
  • Full rework of "standard render mode" - now it conforms to Maya's synchronous RenderView ideology. This is made to add the support of stereo rig, "All layers" render, with pre- and post- scripts invoked at the right times, etc... Octane Start-Pause-Stop buttons on the ToolShelf are not needed anymore - use standard Maya's buttons and menus as with other renders.
  • Fixed issue when if an attribute was changed in multiple selected Octane lights simultanously, only the last one was refreshed in IPR mode.
  • Fixed the lack of Octane textures images in UV texture editor.
  • Changed the output of Octane statistics to native Maya's output "look and feel" in RenderView.
  • Fixed the output file naming when batch rendering (removed the temporary scene name postfix).
  • Fixed a crash bug (RickToxik reported)
  • Minor bug fixes and improvements...
NEW FEATURES SINCE LAST RELEASE:
  • Stereo rig rendering now is supported, both in standard and in batch render (don't forget - you can use Octane camera stereo capabilities too).
  • Added "Swatch quality" setting to Octane render settings.
  • Added "Max. samples override" keyable attribute to Octane camera settings. Now you can set the different render quality for different frames from different cameras. Just leave it as "0" if you don't want to override the global value.
  • Added Viewport 2.0 support (starting from Maya 2012...).
KNOWN ISSUES IN THIS VERSION:
  • SunSky node and Octane lights are not visualised in Viewport 2.0 so far (although you can select them), will finish it in next version - as it is a lot of work but other fixes of this version are much awaited by you all...

DOWNLOAD

Next version HERE.


Yours,
The OctaneRender™ Team.

Re: OctaneRender® for Maya® beta 2.58o [CURRENT]

Posted: Sun Sep 02, 2012 12:28 am
by TBFX
Thanks JimStar.

The keyable Max samples overide is a great feature!

T.

Re: OctaneRender® for Maya® beta 2.58o [CURRENT]

Posted: Sun Sep 02, 2012 2:30 am
by Slimshader
TBFX wrote:Thanks JimStar.

The keyable Max samples overide is a great feature!
Agreed!

Re: OctaneRender® for Maya® beta 2.58o [CURRENT]

Posted: Sun Sep 02, 2012 9:17 am
by RickToxik
Wow! Very cool version!!!

It does fix my crash indeed!

My name is written! I feel like a star!!! tee-heee

Re: OctaneRender® for Maya® beta 2.58o [CURRENT]

Posted: Sun Sep 02, 2012 11:22 pm
by jmfowler
TBFX wrote:Thanks JimStar.

The keyable Max samples overide is a great feature!

T.
agreed! this is good thinking jimstar!

Re: OctaneRender® for Maya® beta 2.58o [CURRENT]

Posted: Mon Sep 03, 2012 11:43 am
by Refracty
Great Release JimStar,

I am wondering why a minimum Apperture Setting still creates a Depth of Field effect.
Usually there shouldnt be DOF with minimum Apperture.

Re: OctaneRender® for Maya® beta 2.58o [CURRENT]

Posted: Mon Sep 03, 2012 12:41 pm
by JimStar
Refracty wrote:Great Release JimStar,

I am wondering why a minimum Apperture Setting still creates a Depth of Field effect.
Usually there shouldnt be DOF with minimum Apperture.
I think it is not the plugin's responsibility... only if it were some bug with loading camera parameters to engine - but I've just checked it, all is OK, the aperture is loaded to engine "as is", not changed or scaled somehow...:?
Just some thoughts:
- Have you tried to play with scene units and scale to see if it changes something?
- Have you tried to export the scene to .ocs to see how it looks in standalone?

Re: OctaneRender® for Maya® beta 2.58o [CURRENT]

Posted: Mon Sep 03, 2012 1:18 pm
by Refracty
HI JimStar,
it seems to be indeed a problem caused by my scene scale.
The plug in works fine.
Thanks

Re: OctaneRender® for Maya® beta 2.58o [CURRENT]

Posted: Mon Sep 03, 2012 9:52 pm
by jmfowler
on that subject if I am working in Maya metres - should the maya/octane plugin be set to 0.01 ? thats what I currently have and it seems to be correct just want to make sure I'm not a '0' off....

Re: OctaneRender® for Maya® beta 2.58o [CURRENT]

Posted: Mon Sep 03, 2012 10:18 pm
by RickToxik
You have to work in cm in maya.

I have tried so hard to work in meters, even long before I've started this thread on cgtalk:
http://forums.cgsociety.org/showthread.php?t=1066038

The main reason is that maya just works 1 unit = 1 cm, whatever you do.

Try to set you preferences in meters, maya will always start in cm next time you open it, and there are reasons for that.

Maya dynamics and NDynamics work in cm, and mental ray too counts 1 cm as 1 unit, or meter if you prefer.