OctaneRender® for Maya® beta 3.03 [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

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JimStar
OctaneRender Team
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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:
  • It seems that "not smoothed material wrong normals" bug is fixed in new engine...
  • SynSky node transform is named accordingly after SunSky node is created.
NEW FEATURES SINCE LAST RELEASE:
  • New engine 3.03 version with Kepler support (previous GPUs are supported too).
  • "Movable proxy" attribute is added to Meshes and Octane Light nodes. Now by default all scene geometry (including particles and instances) is loaded to octane engine as one common big mesh. It improves the renderspeed very much, but raises the GPU memory consumption and voxelizing time (in the case of particles or instances are present). If you set the "Movable proxy" attribute - this mesh (and all its particles and instances) will be loaded to the engine as separate mesh. It will lower the GPU memory consumption and voxelizing time (in the case of particles or instances are present), and lower the render speed. And in next version it will let to load this mesh separately during the IPR session, so you will not need to reload full scene geometry when changing this "Movable proxy" mesh.
  • Triangles count and Meshes count are added to render statistics info.
  • Added sliders to Octane Sun direction attributes.
KNOWN ISSUES IN THIS VERSION:
  • "Partial scene refresh" in IPR mode will be added in next version: I just want to release this version as fast as possible for those who already have Kepler cards and can't use previous versions at all...
  • The strange "low light" issue still exists. As I found - the power of light is cut if the emissive object is loaded as "Movable proxy", other words "as separate object". If it is loaded the "old way" (as part of common mesh) - it has the same power as in 2.58 branch. I already posted the question to engine developers, trying to find the reason of it, and I will release the fixed version immediately after the reason will be found. So far, you can just not set the new Movable proxy attribute in Octane Light nodes and emissive Meshes, or play with ISO or exposition in Imager...

DOWNLOAD

New version HERE.


Yours,
The OctaneRender™ Team.
Last edited by JimStar on Thu Oct 25, 2012 8:56 pm, edited 1 time in total.
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TBFX
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Thanks JimStar! I've quickly tested everything mentioned above and all seems good. I think we now have a useable version of the 3.xx branch.
Awesome work!

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
RayTracey
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JimStar wrote:And in next version it will let to load this mesh separately during the IPR session, so you will not need to reload full scene geometry when changing this "Movable proxy" mesh.
Awesome!
jmfowler
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THANKYOU JIMSTAR!
Maya 2013 / W7 64bit / Intel i7 980 / 24GB / Gigabyte gtx 580 3GB + 2*EVGA gtx 680 4gb / MB Gigabyte X58A-UD3R / NZXT Phantom - white/black case
Maya 2013/W7 64bit/Intel i7 3820/16GB/ MB Gigabyte GA-X79-UD3 /4*EVGA gtx 680 4gb/SSD 6Gb.s /CM HAF X case
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Q-Games
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Fantastic news! Thank you JimStar! 8-)
Intel Core i7-2600 CPU @ 3.40GHz | RAM 16GB DDR3 | GeForce GTX 480 Core 405 MHz | Win7 64bit Jap
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Refracty
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thank you.
Great release.
There is a small bug with the color slider.
Lets say you apply a RBG spectrum node to a glossy / specular input. Then you assign a red color for example. If you pull the color slider to the left it gets black as expected but if you pull it back to the middle the color is gray and not red like it should be.
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Refracty
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I have a scene that keeps on crashing. Unfortunately I can not give away the scene for NDA reasons but is there a other log file somewhere that I could hand out to you JimStar?
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JimStar
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Refracty wrote:I have a scene that keeps on crashing. Unfortunately I can not give away the scene for NDA reasons but is there a other log file somewhere that I could hand out to you JimStar?
After the crash you can look into the directory c:\Users\<User Name>\AppData\Local\Temp\ for the last files MayaCrashLog*.dmp and MayaCrashLog*.log. These will be very helpful.;)
And you can enable Octane verbose mode, open the script editor (if you can do it before crash), and take the screenshot of its content after crash. It may be helpful too...

About color slider issue - I will check it, thank you!
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Hatak
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Hi Jim!
About color by speed, age and ect.
It is not implemented so far...
It is you work or Octane Team? (:

Can you ask me how to do it, not for octane? May be for lambert material or blinn? (: Thanks! I mean, when I do box or any poly object is instans for nParticles
Thanks! (:
My english is bad. Sorry D:
Dual Core E6700 3.2Ghz | GTX 580 | 4gb ram | Win7 64 |
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JimStar
OctaneRender Team
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Location: Auckland, New Zealand

Refracty wrote:There is a small bug with the color slider.
Lets say you apply a RBG spectrum node to a glossy / specular input. Then you assign a red color for example. If you pull the color slider to the left it gets black as expected but if you pull it back to the middle the color is gray and not red like it should be.
Checked it.
It is the Maya's bug in its UI color control. Just try to create standard Maya's "lambert" and play with its "Color" attribute... You will get the same...
I will try to hack it some way later (I think I know how to do it), added it to my TODO...
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