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:
- Removed the automatic image saving in IPR mode (to not slow down the scene objects moving).
- Portal material swatches now are showed the same way as in other materials.
- Fixed expression editing bug.
- Fixed FOV calculate in the case height of film is greater than width.
- Fixed bug crashed the render when UVs indices count of some object was less than vertex indices count.
- Fixed one more rare crash bug.
- Some memory leaks fixed...
- Optimized the big-mesh particles and instances loading (TBFX's forest of trees now loads about 16 sec on my machine). It is not final optimisation, I can't optimize the logic well when the code is forced to change constantly due to excellent speed of improving the Octane engine the last time... When the engine will "stay still" for some time with new features - I think I will be able to optimise the scene loading speed even more.
- Partial mesh refresh is implemented.
- Clipping feature ("Near Clip Depth" attribute) added to Octane Camera.
- Again, a lot of new code was written to implement the above, so if you encouner some new issues or crashes - just post it here, I will release the "quick-fix" immediatelly.
- The strange "low light" issue still exists. I've got the info that Octane engine works such a way - it scales the power of emissive object by the object's scale loaded in matrix. So, one more workaround to eliminate (if you use the "Movable proxy" emissive objects) - is to set the scene scale factor to 1.0 in Octane settings and do not scale the emissive objects.
DOWNLOAD
New version HERE.
Yours,
The OctaneRender™ Team.