OctaneRender® for Maya® 2.15 - 6.0 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:
  • Switched to 2.15 engine.
  • Some render passes changes.
  • New "Max speed" attribute in info-kernel node.
  • New "Roughness" pin in Diffuse material node.
  • New "Cast illumination" and "Surface brightness" pins in emission nodes.
  • New "Polygon Side" texture.
  • "Distribution" pin of emission nodes is now "Emission pattern".
  • The emission sampling rate can now be set to "0".
  • Removed obsolete "Fstop" and "ISO" pins from the camera imager node.
  • Minor fixes...

DOWNLOAD

OctaneRender for Maya 2.15 - 6.0 (33.3MB autoinstaller file)
OctaneRender for Maya 2.15 - 6.0 Demo (31.6MB autoinstaller file)

Yours,
The OctaneRender™ Team.
solomon
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Location: USA
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Awesome!! thanks, downloading..
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
solomon
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Location: USA
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Hi Jimstar,

I don't understand why the"Fstop" and "ISO" pins from the camera imager node have been removed.

As a photographer, those are controls that I used often to control the lighting of my photos, and I have been using them extensively in my scenes with Octane...

now all my old files with Iso and Fstop settings, I have no control over them and yet I worked hard to get certain looks.. can you at least make it an option for users like me who are familiar with photography, and use those settings?

did you move those controls elsewhere?
Last edited by solomon on Sat Dec 20, 2014 8:41 pm, edited 1 time in total.
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
Yan
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Location: Romania
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F-stop and iso dont work in octane as in real life photography.
I'm a photographer also and I never used the 2 sliders in octane because they work the same as the exposure slider. So there is no point to have them :)
Win 10x64, AMD 1950x 16C/32T, RAM 32Gb, 4x EVGA GTX 1080Ti, Octane-for-C4D 4.x.x, Nvidia 398.82
itsallgoode9
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Yan wrote:.... So there is no point to have them :)
People keep saying this but it is, in fact, 100% incorrect. Sometimes when you're comping CG shots into photography or film, you'll know each and every one of these settings that the real world camera did, which makes it extremely quick and accurate to have the lighting and exposure match the real world shots. To be honest, missing these features could very well keep some studios from adding Octane to their pipeline.

It's not something that everybody uses, for sure, but it's very frustrating to have people keep saying they are pointless to have. Just freakin' leave them in there and if people want to use the exposure slider instead, let them.
Intel i7-3930K, 64gb RAM, Asus X79 Deluxe mobo, 2x EVGA 780 6gb (for rendering), 1x PNY quaddro k4000 (for display)
Windows 8.1 x64, Maya 2014, Octane Render v2
prodviz
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Posts: 543
Joined: Sun Jul 14, 2013 6:00 pm

I can see why removing F-Stop and ISO might be frustrating, but as others have said, these settings in Octane did not represent what happens in a real camera.

Of course I would like to have all the settings of a real camera available in Octane, but I don't have an issue with these 2 settings being removed as they did not act like in a real camera.

As for old scenes needing tweaking, I think there's a formula around in the forums for calculating what you need to do to bring the scene back in line.
solomon
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Hi Jimstar,

there seems to be a problem with the Batch render, I have a scene that is taking just 23 seconds to render while using IPR, but when I submit it to the Batch Render, and check the intervals between frames, looks like they are a minute apart ~

is something else happening behind the scenes before the batch render starts tackling the next frame? I was hoping to see a difference of maybe 30 seconds or a 40, given that the file has to be saved..

Is it possible to render in Octane without using the Batch Render? like in Max, you can opt to use Backburner, or simply save out the sequence of frames natively..

is anybody else noticing the difference in the render times between the batch render and the IPR?
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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JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

solomon
Details matter. I can't answer without them. How do you measure IPR, what animation mode are you using for batch render, etc...
Anyway - batch render does more work than IPR, at least it converts and saves the image files (sometimes very big in the case of HDR) to the disk (or compresses them to the AVI sequence on the fly) and fully resets the scene in "Full" animation mode after each frame is ready...
IPR is optimized for interactive working, so when you stop the IPR - most of Octane nodes are still cached inside the render-engine, so thanks to this the IPR can restart much faster.

Try to use other animation modes if you need to optimize the animation rendering speed (caching the chosen data between frames), this is what they were developed for...
http://render.otoy.com/manuals/Maya_2_0/?page_id=364
prodviz
Licensed Customer
Posts: 543
Joined: Sun Jul 14, 2013 6:00 pm

Hi Jim,

is 'Batch Render' and 'Redo previous render' (top left icon in the Render View) similar?

I set a high-res render going from the Render View, and I like the fact that there are incremental saves (so I could start working on the file in Photoshop and then update the base layer when the final render was finished). Do you get incremental saves with the Batch Render?

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

prodviz wrote:Do you get incremental saves with the Batch Render?
Yes.
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