OctaneRender® for Maya® v1.0 RC3a beta [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

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://render.otoy.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 279€

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:
  • Sorry, the versioning scheme is changed again. Not my decision. Don't be surprised if you will see the other version number on the splash-screens and in installator of this version. It will be changed starting from the next release.
  • Little fixes and improvements...
NEW FEATURES SINCE LAST RELEASE:
  • "Movable proxy" checkbox is now substituted by "Geometry type" selector. "Global" value will load this mesh as part of global Octane mesh. "Scatter" - will load it separately (e.g. for VRAM saving purposes). "Movable proxy" - will refresh it in "Movable proxy" animation and IPR modes. Be ready: in this version you will get the error when opening the existing scenes about "mesh attribute does not exist" - as "Movable proxy" boolean attribute does not exist anymore.

DOWNLOAD

Next version HERE.


Yours,
The OctaneRender™ Team.
Last edited by JimStar on Wed Dec 05, 2012 7:21 pm, edited 3 times in total.
User avatar
TBFX
Licensed Customer
Posts: 501
Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

JimStar wrote: "Movable proxy" checkbox is now substituted by "Geometry type" selector. "Global" value will load this mesh as part of global Octane mesh. "Scatter" - will load it separately (e.g. for VRAM saving purposes). "Movable proxy" - will refresh it in "Movable proxy" animation and IPR modes
Thanks JimStar. Works perfectly!

One thing I've noticed, and this was also true in previous versions with the old movable proxy boolean attribute, is that when particle instance base meshes are set to movable proxy the particle instances do not update in an IPR render when I advance a frame or play the animation like other movable proxy geometry and it requires an IPR refresh to update then. Is this intentional to avoid playback issues with heavy particle systems?

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
User avatar
Joss
Licensed Customer
Posts: 81
Joined: Mon Nov 22, 2010 12:15 pm

Any comments on the "holed" polys bug, and other items in list?
Freelance CG TD, developer.
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

TBFX wrote:Thanks JimStar. Works perfectly!

One thing I've noticed, and this was also true in previous versions with the old movable proxy boolean attribute, is that when particle instance base meshes are set to movable proxy the particle instances do not update in an IPR render when I advance a frame or play the animation like other movable proxy geometry and it requires an IPR refresh to update then. Is this intentional to avoid playback issues with heavy particle systems?

T.
Yes, it is made by intention... at least so far... As particles may take a lot of time to refresh, and it will be not usable in IPR.
But it may be usable in batch "Movable proxy" render, so I will think about it... perhaps "movable" instancers need to be implemented... But you should understand, that the presence of "movable" instancers in the scene will almost kill the IPR animation...;)
User avatar
TBFX
Licensed Customer
Posts: 501
Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

JimStar wrote:Yes, it is made by intention... at least so far... As particles may take a lot of time to refresh, and it will be not usable in IPR.But it may be usable in batch "Movable proxy" render, so I will think about it... perhaps "movable" instancers need to be implemented... But you should understand, that the presence of "movable" instancers in the scene will almost kill the IPR animation...
That's cool, I thought as much. So long as they update in a batch render when they are set to movable proxy in animation mode.

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
skywxp3d
Licensed Customer
Posts: 42
Joined: Mon Jun 11, 2012 9:23 pm
Location: Seattle

Am I missing somthing, or has the Render Save Interval stopped working? I havent seen a saved Tonemapped HDR file show up in a long while...
Sky Kensok
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

skywxp3d wrote:Am I missing somthing, or has the Render Save Interval stopped working? I havent seen a saved Tonemapped HDR file show up in a long while...
It has been disabled for the IPR-mode a few versions ago. As it slows down the live scene refresh...
In all other modes it should work.
skywxp3d
Licensed Customer
Posts: 42
Joined: Mon Jun 11, 2012 9:23 pm
Location: Seattle

JimStar wrote:
skywxp3d wrote:Am I missing somthing, or has the Render Save Interval stopped working? I havent seen a saved Tonemapped HDR file show up in a long while...
It has been disabled for the IPR-mode a few versions ago. As it slows down the live scene refresh...
In all other modes it should work.
Are there other modes besides Batch Render?
Sky Kensok
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

skywxp3d wrote:
JimStar wrote:
skywxp3d wrote:Am I missing somthing, or has the Render Save Interval stopped working? I havent seen a saved Tonemapped HDR file show up in a long while...
It has been disabled for the IPR-mode a few versions ago. As it slows down the live scene refresh...
In all other modes it should work.
Are there other modes besides Batch Render?
Yes.;)
skywxp3d
Licensed Customer
Posts: 42
Joined: Mon Jun 11, 2012 9:23 pm
Location: Seattle

Yes.;)[/quote]

Well fill us in! I swear, a lot of these new features are occulted from the users... I have to go through threads for hours sometimes just to discover there was a new feature added! :0
Sky Kensok
Post Reply

Return to “Autodesk Maya”