Roadmap for the maya plugin
Posted: Mon Apr 25, 2016 10:33 pm
Update
Got a new version for next week, with automation buttons for basic nodegraph creation and one for connecting fluids.
Cameras connect automatically now as well, at least for the cases I know about, but more can be added.
A fix for the IPR crash, leaving only a bug that is with Maya (switching from octane to maya software while the node editor is open, same with mental ray) and Autodesk has received a ticket for it.
Integration with Maya 2016.5 and 2017.
Some cosmetics for node attribute names and color slider UI.
Hi folks,
lets talk about where the maya plugin is going and how fast.
I am doing a lot of refactoring at the core of the plugin right now.
This is mostly about switching from an approach, where all nodes, attributes and UI are hardcoded to a modern version,
where all nodes, attributes and their UI are generated from the octane api, which offers all information needed.
Furthermore this leads to a node graph which resembles the standalone node graph more closely,
so it will be easier to work with, knowing the standalone.
Examples for that are the rendertarget, renderpasses and kernel nodes, which at the moment are all put into one node
and accessable through the Render Settings menu in maya.
These will be single nodes and the nodeeditor/hypershade can be used to build a nodegraph with them,
just as in standalone.
Since these changes are necessary, but structural, my work at the moment focuses more on them, than on the implementation of 3.0 features,
so these will be released later than in other plugins.
But all updates in the nodes (new attributes) will come naturally with the new system and once the code is more structured, 3.0 features are easier to implement.
For releases this means there will be a version 2 update with the new system and later on a version 3 with the new system.
I plan to have a first version ready within the next month, fingers crossed!
I know there is a lot of frustration with the maya plugin
and I'm doing everything I can to resolve this,
so stay with me.
Best,
Kai
Got a new version for next week, with automation buttons for basic nodegraph creation and one for connecting fluids.
Cameras connect automatically now as well, at least for the cases I know about, but more can be added.
A fix for the IPR crash, leaving only a bug that is with Maya (switching from octane to maya software while the node editor is open, same with mental ray) and Autodesk has received a ticket for it.
Integration with Maya 2016.5 and 2017.
Some cosmetics for node attribute names and color slider UI.
Hi folks,
lets talk about where the maya plugin is going and how fast.
I am doing a lot of refactoring at the core of the plugin right now.
This is mostly about switching from an approach, where all nodes, attributes and UI are hardcoded to a modern version,
where all nodes, attributes and their UI are generated from the octane api, which offers all information needed.
Furthermore this leads to a node graph which resembles the standalone node graph more closely,
so it will be easier to work with, knowing the standalone.
Examples for that are the rendertarget, renderpasses and kernel nodes, which at the moment are all put into one node
and accessable through the Render Settings menu in maya.
These will be single nodes and the nodeeditor/hypershade can be used to build a nodegraph with them,
just as in standalone.
Since these changes are necessary, but structural, my work at the moment focuses more on them, than on the implementation of 3.0 features,
so these will be released later than in other plugins.
But all updates in the nodes (new attributes) will come naturally with the new system and once the code is more structured, 3.0 features are easier to implement.
For releases this means there will be a version 2 update with the new system and later on a version 3 with the new system.
I plan to have a first version ready within the next month, fingers crossed!
I know there is a lot of frustration with the maya plugin
and I'm doing everything I can to resolve this,
so stay with me.
Best,
Kai