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convert from 1.2 to 2.1.1
Posted: Mon Dec 01, 2014 9:27 am
by sampakinpa
Hi there,
We finally have time to upgrade our pipeline

, from Octane's Maya- plug-in version 1.2 to 2.1.1
Does any one have an easy way or a tool to convert old scene made with 1.2 (or lower) to 2.1.1 successfully? all the scenes made with maya 2013.
Thanks
Re: convert from 1.2 to 2.1.1
Posted: Wed Dec 03, 2014 5:25 pm
by ciboulot
Hi,
unfortunetaly we didn't find any tool to use for this process. We had to write a mel script that was looking for the input connection in the shader generated by the 1.2 version (we did keep one machine with the old plug) and then we did apply those inputs in the new shaders.
Rather tedious task...
Re: convert from 1.2 to 2.1.1
Posted: Thu Dec 04, 2014 7:29 am
by sampakinpa
Thanks for your reply ciboulot. that's probably what we'll do as well.
My problem now is with the `octanSunSkyTransfom`, how can I translate the Texture environment (HDRI) rotation in V1.2 to V2.1.1 and keep the same rotation amount?
Re: convert from 1.2 to 2.1.1
Posted: Thu Dec 04, 2014 1:22 pm
by ciboulot
sampakinpa wrote:Thanks for your reply ciboulot. that's probably what we'll do as well.
My problem now is with the `octanSunSkyTransfom`, how can I translate the Texture environment (HDRI) rotation in V1.2 to V2.1.1 and keep the same rotation amount?
Ok, so that one is tricky. Do you already know how to rotate your HDR?
Re: convert from 1.2 to 2.1.1
Posted: Thu Dec 04, 2014 6:48 pm
by sampakinpa
Sorry for the late replay...
Yes, I know how to rotate it: I connect a `spherical Projection` to the HDRI and connect a `rotation transform` to that projection. then use its XYZ to rotate it.
My problem is to match the XYZ rotation to the "old way" rotation in v1.2.
Re: convert from 1.2 to 2.1.1
Posted: Mon Dec 08, 2014 12:22 pm
by sampakinpa
...somebody know the right procedure for translating this? please help.
Re: convert from 1.2 to 2.1.1
Posted: Mon Dec 08, 2014 9:43 pm
by TBFX
sampakinpa wrote:Sorry for the late replay...
Yes, I know how to rotate it: I connect a `spherical Projection` to the HDRI and connect a `rotation transform` to that projection. then use its XYZ to rotate it.
My problem is to match the XYZ rotation to the "old way" rotation in v1.2.
I've just tested this and there is for some reason a 90 degree shift in the default 0 rotation between v1.2 and later versions so the formula to convert the 0-1 value from the old sunSky node to degrees for the above set up is 360 x (old value) + 90 = new rotation in Y or you can connect a 2d transform node to the image node as well and set its x translate to 0.25 as an offset and then just multiply 360 by the old value.
T.
Re: convert from 1.2 to 2.1.1
Posted: Tue Dec 09, 2014 7:31 am
by sampakinpa
Thanks TBFX, I'll try this formula.

Re: convert from 1.2 to 2.1.1
Posted: Tue Dec 09, 2014 10:36 am
by sampakinpa
I tried the 2d transform node method, it seems to me the right way but I have a `wierd bug`: on the 2d node, the X transforms well but the Y is not responding to any value I give it. whats going on?
Another major problem I noticed is that the HDRI Renders become darker making the output unusable. all parameters of power ,gamma and camera-octane-imager are the same as on original the V1.2.
I'm totally stack here. please help.

- V1.2

- V2.1.1
Re: convert from 1.2 to 2.1.1
Posted: Tue Dec 09, 2014 9:09 pm
by TBFX
sampakinpa wrote:I tried the 2d transform node method, it seems to me the right way but I have a `wierd bug`: on the 2d node, the X transforms well but the Y is not responding to any value I give it. whats going on?
Hmm, I didn't test rotating in both axis as there should be no offset needed for the other axis and we should just be able to rotate the spherical projection in any axis. Obviously a bad assumption, I'll look into it if I get a chance but if you still have v1.2 around and can do some testing yourself it shouldn't be too hard to figure it out.
T.