OctaneRender® for Maya® 2.02 - 4.2 Win [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

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JimStar
OctaneRender Team
Posts: 3816
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.


CHANGES AND FIXES SINCE LAST RELEASE:
  • Hair system improved: now you have "Octane material attributes" rollout in pfxHair node.

DOWNLOAD

OctaneRender for Maya 2.02 - 4.2 (30.5MB autoinstaller file)
OctaneRender for Maya 2.02 - 4.2 Demo (28.8MB autoinstaller file)


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

Thanks JimStar,

The buggy behaviour with geometry rendering badly or not at all seems to be ok now although I haven't tested on many scenes.

The addition of the octane shader settings in the hair node is definitely a help. When I am using a standard PaintFX brush these settings currently show up as extra attributes on the strokeShape nodes but the medium attribute has no field or mapping button like it does in a hair system (I checked and I could still connect a medium through the node editor but it would be nice to have it show up like it does in the hair system)

If I am using standard strokes for my hair (which I usually do) having a separate shader per stroke is a bit of a nightmare as I could have a hundred or so strokes in a single hair system. It'd be great if you could make it possible to select a top node (a group node or null that all the strokes are parented under) and hit a button to create a single hair shader that would be applied to all the resulting hair primitives from all the strokes grouped under that node.

I would still love it if there could be a way to apply our own shader to a hair system or group of PaintFX as although a specular hair shader is physically accurate there are faster shading methodologies which could be useful for animation or we may find uses for the curve rendering ability of Octanes hair primitives other than hair that require something other than a specular shader. Even if it's either/or at this stage, ie. we either use your hair shader with all the per strand data from the paintFX or we connect our own shader without any per strand data.

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
sirenesoong
Licensed Customer
Posts: 38
Joined: Mon Jul 05, 2010 10:06 pm

Thanks!
Q6600, 8 GB ram, Geforce480
prodviz
Licensed Customer
Posts: 543
Joined: Sun Jul 14, 2013 6:00 pm

Cheers Jim.
prodviz
Licensed Customer
Posts: 543
Joined: Sun Jul 14, 2013 6:00 pm

In the hair attributes, the reflection colour (in the new Octane shader) appears to control most of the colour, with the maya hair colour having a small influence.

Is this correct?
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TBFX
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Posts: 501
Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

prodviz wrote:In the hair attributes, the reflection colour (in the new Octane shader) appears to control most of the colour, with the maya hair colour having a small influence.

Is this correct?
Hi prodviz,

With the current shader that JimStar has set up using an octane specular material the hair colour is connected to the transmission pin (hence why it hasn't been exposed in the hair node). This is correct for this type of hair shading and works well for darker hair colours but even with setting the colour to almost white you will only get to a mid tone colour and cannot get blond or other brightly coloured hair with this model as it currently stands, it should probably be possible using a scatter medium but so far I have been unable to get this to make any difference in a render. This is one of the reasons for my suggestion of a paintFXInfoNode that we can connect into more complex shaders so that we can use mix materials etc to get the look we want.

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
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JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

TBFX
Yep, I already see some way how to make it possible - to set your own special material to hair. I will change this completely again in next version. :mrgreen:
I think yes, perhaps the paintFXInfoNode may be used to help here... If you have some demo-scene which you want to work with Octane's hair system (perhaps using paintFXInfoNode) - I'll be glad to get it and make it workable with Octane's hair system using your own Octane material.;)
I think to just give the opportunity to setup any set of texture-attributes of this own material, and only attributes from this set - will take the fluctuating colour from Maya's hair system... Something like this...
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TBFX
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Posts: 501
Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

JimStar wrote: If you have some demo-scene which you want to work with Octane's hair system (perhaps using paintFXInfoNode) - I'll be glad to get it and make it workable with Octane's hair system using your own Octane material.
Sounds great, thanks JimStar.
I will PM you a scene.

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
Vyoor
Licensed Customer
Posts: 67
Joined: Fri Jul 12, 2013 8:18 pm

Hi JimStar.

I think I found some issue. When it's not enough GPU memory for rendering there is no any message about that. In this case batch render don't stop, IPR too.

Cheers!
i7, 4x GTX 780, Maya.
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g0ll4m
Licensed Customer
Posts: 110
Joined: Sun Oct 06, 2013 9:15 pm

My cuda devices aren't showing up in Maya 2013. I jump back into 2012 and it shows up just fine (GTX 760)
Windows 10
Maya 2024.2
2 RTX 4090s 192 gb ram
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