OctaneRender® for Maya® 2.11.1 - 5.4 Win [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

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JimStar
OctaneRender Team
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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:
  • Fixed the batch animation bug.
  • Improved the SunSky apperance in Viewport 2.0.

DOWNLOAD

OctaneRender for Maya 2.11 - 5.4 (31.8MB autoinstaller file)
OctaneRender for Maya 2.11 - 5.4 Demo (30.0MB autoinstaller file)

Yours,
The OctaneRender™ Team.
solomon
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awesome! ~ testing
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
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TBFX
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Location: Wellington, New Zealand

Hi JimStar,

Reshapable proxy motion blur (deforming geo) works now unless the geometry has displacement applied, then it stops working. Transformation blur (movable proxy) works with or without displacement.

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
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JimStar
OctaneRender Team
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Location: Auckland, New Zealand

TBFX
Are you sure that it worked for you in standalone?
prodviz
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Joined: Sun Jul 14, 2013 6:00 pm

Gamma and Response curve still not responding on certain scenes.
zboog
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Location: NYC

I can see the sun/sky ball now, but sphere and plane lights are invisible in viewport 2.0. However, they are all visible in the legacy viewport.
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TBFX
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JimStar wrote:TBFX
Are you sure that it worked for you in standalone?
A-ha, I doubt I ever got that far while testing the standalone. I tried a quick test this morning but the standalone was crashing and I ran out of time, I also want to sync the versions before doing another test as I haven't yet installed the latest standalone version.


Not the plugin's or your problem JimStar, but if this is an engine limitation (and thinking about how the displacement is kind of pre calculated that does seem possible) it's a particularly big one as it completely negates the usefulness of internal motion blur for character animation work and a fair portion of other work. In a normal animation workflow I'd estimate that overall greater than 50% of geometry will ultimately be moving due to some form of vertex animation rather than simple transforms. That would make using MB or Displacement an either/or decision in many animation scenarios, which is kind of unacceptable in a production renderer. :(

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
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JimStar
OctaneRender Team
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TBFX
Octane engine only accepts deformable meshes motion-blured animation if they have a constant topology. This means the connectivity between faces, edges and vertices stays the same during the animation of this geometry. Octane may try to calculate motion blur from the motion of vertices between frames.
It was exactly my bug you've reported in previous version when the meshes deformation was not motion-blured: I just forgot to set the Octane engine considering the deformed mesh as "having constant topology" - this is only the case Octane can blur the deformations. So, as soon as the "Internal" motion blur is enabled - all "Reshapable proxy" meshes are considered by engine as "having constant topology".
I did not dig into displacement implementation to check this (some busy now by other things), but if I'm right - it should not work for you in standalone also...
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TBFX
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JimStar wrote:I did not dig into displacement implementation to check this (some busy now by other things), but if I'm right - it should not work for you in standalone also...
Yes this is what I suspect as well. :( :cry:

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
zboog
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Joined: Tue May 18, 2010 6:48 pm
Location: NYC

Another weird bug just started happening since this last or last last update.

Clicking on the assign texture buttons (the checkerboards) no longer work.

Is there somewhere else I should be posting these bugs?
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