OctaneRender® for Maya® 2.02 - 4.1 Win [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 2013, 2013.5 / 32-bit & 64-bit, 2014 64-bit and 2015 64-bit on MS Windows operating systems.

Notes regarding features/functionality

OctaneRender™ for Maya® implements almost full functionality of OctaneRender™ standalone inside Maya®.

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 459€

If you already own one or more OctaneRender™ Standalone Edition licenses you want to pair the plugin with:
Purchase an "OctaneRender™ for Maya® License" priced at 199€

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.

This is the quick-fix release.

CHANGES AND FIXES SINCE LAST RELEASE:
  • Fixed camera bug.

DOWNLOAD

OctaneRender for Maya 2.02 - 4.1 (30.6MB autoinstaller file)
OctaneRender for Maya 2.02 - 4.1 Demo (28.9MB autoinstaller file)


Yours,
The OctaneRender™ Team.
User avatar
TBFX
Licensed Customer
Posts: 501
Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

Thanks JimStar,
Camera seem good now.

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
User avatar
TBFX
Licensed Customer
Posts: 501
Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

Hi JimStar,

There is some strangeness going on with hair systems. I've attached a sample scene. The polygon sphere should render white but once a hair system is in the scene it renders black or strange or not at all depending on which hair system I have tried, if you delete the hair system the sphere renders correctly again. Also once I set off an IPR containing hair Maya's UI becomes very unresponsive, I am not using my display card to render. Changing focus between Maya windows is incredibly slow as is cancelling the IPR render. Sometimes the slowdown persists after the IPR session has been stopped as well.

I would like to say that the implementation of hair seems really nice from a conversion of Maya PaintFX hair perspective as you have been able to retain per strand data like colour variations etc. and it works on plain paintFX not just hair systems which is really important for me, but there are a number of things, at this stage anyway, which feel a little locked down with the user not able to control much in the hair shader itself like specular and opacity, scattering or transmittance etc. It would be good to find some way for users to essentially attach their own shaders to a hair system or group of strokes/brushes with an option to pull per strand data from the PainFX as desired. Also being able to set geometry type and visibility settings on hair systems like any other geometry would be ideal, for these settings I'd imagine them being set globally on each hair system. However for both shaders and geometry settings I'd like some way to define a group of plain PaintFX strokes as a single hair system as I mostly don't use Maya's hair systems but set up my own dynamics and paintFX hair.

Are there any plans to support Maya Fur? I know it's difficult as it is itself a plugin and probably fairly locked down but Renderman for Maya is able to export all the curve data from a Maya Fur description to a RIB file so it must be possible.

Also is the gradient shader coming? I thinkl it's in some of the other plugins now.

Ok back to testing and awaiting MB once you get that implemented.

Testing in Maya 2015.

T.
Attachments
hairSysTest.zip
(367.43 KiB) Downloaded 204 times
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

TBFX
Yes, I planned to improve the hair system from the beginning. It is just the first version.;)
About giving you more control over material - here are still some questions... E.g., it is easy to give you the opportunity to connect your own Octane material to Hair node. But here we will get some ambiguity: if this material will be extremely complicated and will be made from lot of mixmaterials-textures-etc, it will be extremely difficult to decide for the plugin what for attributes of which of these nodes to set with fluctuating hair colour from Maya's hair-system...
It is easy if e.g. you will always connect some simple not-mixed diffuse-glossy-specular material - the plugin will just set the colour of diffuse or specular attributes of it... But as soon as it will be some material containing few mix-materials in it - we will get some ambiguity here...
What do you think? How it will be convenient for you to work with it?..
Wenneker
Licensed Customer
Posts: 111
Joined: Mon Jun 02, 2014 4:12 pm

I'm not really sure how the hair is going to work and if this is possible but it would be really nice if it is possible to have a color difference between the root and the tip. Maybe something as simple as the option to multiply the hair color scale with the diffuse colour of octane shader.
Win 7 x64 | i7-4930 | 64gb | 4x gtx 780Ti 3gb
kevinshane
Licensed Customer
Posts: 190
Joined: Sat Apr 10, 2010 5:49 pm
Location: China
Contact:

hi jim
I still get 39 per node! and I bought the whole 2.0 standalone before! could u please check it out?? I have maya 1.x plugin!but paypal still tells me that I have to pay 39 euros per node! :oops:
MSI GT70 laptop i7-3610QM+32G+GTX680M 4G

Octane Arch/Interior Viz Tutorials
http://www.kshane.com
prodviz
Licensed Customer
Posts: 543
Joined: Sun Jul 14, 2013 6:00 pm

Hi Jim,

firstly, I'd like to say a huge thanks for the plugin. It's working pretty sweet.

Here are my observations so far:

1
There are a few smoothing errors when using HDR lighting:

Image

2
Some issues with faceting and edge splitting with displacement (I'm using a 8bit file which has been converted to 32)

Image

3
The hdr file works ok, but when I change to daylight the geometry is blown out:

Image

4
The maya preview renders as expected (once Gamma 2.2 is set. If anyone knows how to lock this down, that would cool. This needs changing on every new maya scene), but once saved as an Octane scene and opened in standalone, the shot is blown out.

Image

The hair is awesome.
To cut down on issues with complex shaders being attached to the hair, I wonder whether we have a new Octane shader which would have typical hair values, like spec etc. I would like to keep in the random colour value though.
Oh, and it would be cool to have the dynamic hair update in the preview window.

Is there a way to have motion blur in the preview window?
Batch rendering to check the amount of blur takes a fair bit longer to render - I think someone said that several frames get rendered in batch, when motion blur is on.

And good work on maintaining the overall tone from the maya window to the saved .exr. Octane standalone creates a darker version once saved as .exr.
Same goes for no cap on the depth. Cheers for that.

The other things are the limited region rendering. Sorry, but I can't see where to activate this in the camera?

And exporting as alembic from the pipeline menu is ok, but exporting as an Octane alembic crashes maya (2015).

Oh, and a separate note, does changing the priority to high, use more or less of the GPU? I could never figure this out :oops:

And one more thing :D, what are the virtual materials in the shader?

Cheers again.

Steve
Wenneker
Licensed Customer
Posts: 111
Joined: Mon Jun 02, 2014 4:12 pm

The virtual material is explained in this thread:

http://render.otoy.com/forum/viewtopic. ... 8&p=182544
Win 7 x64 | i7-4930 | 64gb | 4x gtx 780Ti 3gb
prodviz
Licensed Customer
Posts: 543
Joined: Sun Jul 14, 2013 6:00 pm

Sweet, cheers Wenneker.
sirenesoong
Licensed Customer
Posts: 38
Joined: Mon Jul 05, 2010 10:06 pm

Thanks JimStar!!!! :)
Q6600, 8 GB ram, Geforce480
Post Reply

Return to “Autodesk Maya”