OctaneRender® for Maya® 3.04.4 - 9.1 Win [OBSOLETE]

Sub forum for non-production plugin releases
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JimStar
OctaneRender Team
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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 2015, 2016, 2016.5 and 2017 64-bit on MS Windows operating systems.

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.


CHANGES SINCE THE PREVIOUS VERSION
  • A couple of fixes and improvements...
DOWNLOAD

OctaneRender for Maya 3.04.4 - 9.1

For network slave and daemon please download standalone installer here:
viewtopic.php?f=24&t=57372


Yours,
The OctaneRender™ Team.
Last edited by JimStar on Fri Nov 25, 2016 3:59 am, edited 1 time in total.
gah5118
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Is the new version now going backwards and dropping all functions that were being reveled back in June? For example, direct link into octane's native node editor.
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
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Refracty
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seems so, but it is a good decission to put something (stable) up with V3 as fast as possible

The new architecture will be developed simultaniously.
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Jolbertoquini
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Refracty wrote:seems so, but it is a good decission to put something (stable) up with V3 as fast as possible

The new architecture will be developed simultaniously.
Personally for us a new architecture is not the best choice when we have a lot Artists, This is money cost cause we have to training then. If we have both solutions then is fair enough for everyone.

Jim I tested this version and is looking better thanks for all.

Just one thing I'm not using this feature but I realize on hypershade the "material viewer" is looking not correct the image are clamped and the HDRI are looking wrong "gamma" everything seam over exposed.
like if double gamma correct a hdri on sunsky, also the option "OFF" is broken.

The "Extra Atribute" options are weird showing on the wrong place called "Freeze" and not on "Extra". see on image bellow.

Thanks again guys for all your efforts.
JO
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options.jpg
Octane Render for Maya.
https://vimeo.com/jocg/videos
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renmaxhb
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hi,Jolbertoquini

what is you maya vision and your GPUs? I test it in maya2015 GTX780TI,always crashed when load the plugin 3.0. Too many jobs to render,i cannot test other maya vision.
calus
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Jolbertoquini wrote: Personally for us a new architecture is not the best choice when we have a lot Artists, This is money cost cause we have to training then.
I guess you're mixing up "Architecture" and "UI", two plugins can have the exact same UI with two very different architectures.

The aim of the "big refactoring" (failed attempt apparently) was to get rid of the limitations of the current implementation of the plugin,
but in theori could have the exact same UI. (but would be a shame to not take the opportunity to get rid of the UI flaws).

The nodes and attributes matching exactly the Standalone ones, would just have been an happy side-effect of the refactoring,
(as in Maya, internal code structure is visible through nodes)

There was just no UI developed yet in the non-functional somewhat refactored pre-alphaV3 we have tested ;)
Pascal ANDRE
calus
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@JimStar,

"Hair W min" and "Hair W max" attributes on all transforms should be set to non-keyable and hidden for the channel box,
(they will stay keyable in attribute editor).
maya_2016-11-24_18-42-16.png
maya_2016-11-24_18-42-16.png (5.22 KiB) Viewed 3933 times
Pascal ANDRE
calus
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@JimStar,

As the particle/instancer motion blur now works, too bad there's still a problem for nParticle,
the check in Octane to see if particles have a cache is wrong (only checking for legacy cache, should look for nCache).
In fact I workaround this bug adding a fake legacy cache on top of the nCache to render nPartcle motionBlur.
So that's just the wrong check for cache that prevent the nParticle motion blur to render, throwing a wrong warning message about missing cache.

Also varying particle number still loose track of the particle ID resulting in a wrong motion blur. (cf. bug report section).
Pascal ANDRE
gah5118
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Joined: Thu Jun 02, 2011 4:25 pm

if the limitations are going to be the same with no access under the hood... then I'll continue to keep the plugin "on the shelf" and keep using the stand alone. As for my company... we will forgo purchasing the plugin.

was getting excited to see where it was going. It's a real shame to see.
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
calus
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Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

gah5118 wrote:if the limitations are going to be the same with no access under the hood... then I'll continue to keep the plugin "on the shelf" and keep using the stand alone. As for my company... we will forgo purchasing the plugin.

was getting excited to see where it was going. It's a real shame to see.
I think Goldorak still keeps in mind the "big refactoring" of the maya plugin for Octane 3.1,
this make sens as OSL will introduce lots of potential improvements.

Anyway this is now a separate development branch as it should have been from the beginning,
I don't know when/if it will be active again.
The benefit is, in the meantime we have a stable V3 plugin, based on V2 plugin implementation and its limitations yes,
but usable now instead of just waiting one more year.
Pascal ANDRE
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