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OctaneRender® for Maya® 3.04.4 - 9.2 Win [OBSOLETE]
Posted: Fri Nov 25, 2016 4:00 am
by JimStar
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
- Fixed Octane mesh attributes UI in Maya 2017.
- Fixed Maya 2015 crash.
- Minor fixes and improvements...
DOWNLOAD
OctaneRender for Maya 3.04.4 - 9.2
For network slave and daemon please download standalone installer here:
viewtopic.php?f=24&t=57372
Yours,
The OctaneRender™ Team.
Re: OctaneRender® for Maya® 3.04.4 - 9.2 Win [TEST]
Posted: Fri Nov 25, 2016 5:40 am
by renmaxhb
Jim,thanks,we love this Efficiency

Re: OctaneRender® for Maya® 3.04.4 - 9.2 Win [TEST]
Posted: Fri Nov 25, 2016 10:04 am
by Jolbertoquini
Re: OctaneRender® for Maya® 3.04.4 - 9.2 Win [TEST]
Posted: Fri Nov 25, 2016 11:24 am
by Jolbertoquini
Hi Jim,
I have a problem to achieve this results
viewtopic.php?f=24&t=56856&p=291755&hil ... nt#p291755 with hair.
First problem is to connect the nhair on the shader on Maya 2017 but I guess this is Autodesk I don't have any Octane option available I have to do it via mel script to have my shader.
ex;
connectAttr -f octaneGlossyMaterial1.outColor pfxHair1.octMaterial;
And then the "W coordinate" node I guess named on maya plug as "octaneWTexture" doesn't seams to work for me. On the standalone we have to types of hair "Hair length" and ""Segment count" but I saw a new one called "Use hair W" and this is so confusing I didn't see such option on Standalone and aswell doesn't render any hair.
I attach scene here:
Please don't hesitate to tell me what I have done wrong? Thanks Guys

Re: OctaneRender® for Maya® 3.04.4 - 9.2 Win [TEST]
Posted: Fri Nov 25, 2016 4:27 pm
by Jolbertoquini
Hi Jim,
Me Again, batchrender are not working the first frame are rendered right the others is not showing right, I attach here the renders...I have Maya 2017
Best,
JO
Re: OctaneRender® for Maya® 3.04.4 - 9.2 Win [TEST]
Posted: Fri Nov 25, 2016 8:40 pm
by JimStar
Jolbertoquini wrote:Hi Jim,
Me Again, batchrender are not working the first frame are rendered right the others is not showing right, I attach here the renders...I have Maya 2017
Best,
JO
I'll fix it in next version, after weekends.
Re: OctaneRender® for Maya® 3.04.4 - 9.2 Win [TEST]
Posted: Fri Nov 25, 2016 8:44 pm
by JimStar
Jolbertoquini wrote:Hi Jim,
I have a problem to achieve this results
viewtopic.php?f=24&t=56856&p=291755&hil ... nt#p291755 with hair.
First problem is to connect the nhair on the shader on Maya 2017 but I guess this is Autodesk I don't have any Octane option available I have to do it via mel script to have my shader.
ex;
connectAttr -f octaneGlossyMaterial1.outColor pfxHair1.octMaterial;
And then the "W coordinate" node I guess named on maya plug as "octaneWTexture" doesn't seams to work for me. On the standalone we have to types of hair "Hair length" and ""Segment count" but I saw a new one called "Use hair W" and this is so confusing I didn't see such option on Standalone and aswell doesn't render any hair.
I attach scene here:
Please don't hesitate to tell me what I have done wrong? Thanks Guys

You need to assign Octane materials for hair in pfx transform, you have a field for that in its attribute editor. This is made to have a flexible material setup for different hair strands or a whole groups of them. You can search on a forum the old discussions with
TBFX regarding how this should be implemented.
You can use this Blender tutorial to see how a new hair gradients work ('cause it is implemented similarly in Blender):
viewtopic.php?f=32&t=56866
Re: OctaneRender® for Maya® 3.04.4 - 9.2 Win [TEST]
Posted: Fri Nov 25, 2016 10:40 pm
by calus
JimStar wrote:
You need to assign Octane materials for hair in pfx transform, you have a field for that in its attribute editor. This is made to have a flexible material setup for different hair strands or a whole groups of them. You can search on a forum the old discussions with TBFX regarding how this should be implemented.
To comment on that, I think it was a mistake to implement hair material at Transform level instead of pxfShape level,
you shouldn't have let TBFX convince you,
for once, this was mainly to fit its own singular workflow, making long hair with paintFX instead of using Maya nHair...
I do a lot of fur on characters using hundreds of pfx strokes (as Octane doesn't support Xgen),
and I admit it's handy to apply the material on the top hierarchy,
but it would be just as much handy to just have a mel command connecting one material to multiple pfx,
just one more button in the shelf...
The price to pay (polluting all transforms with PFX specific attributes) is too high compared to the benefit,
especially since the paintFX workflow in Maya already use specialized mel commands to edit pfx strokes by batch.
But I guess it's way too late to change that for compatibility reason, right ?
Re: OctaneRender® for Maya® 3.04.4 - 9.2 Win [TEST]
Posted: Fri Nov 25, 2016 11:46 pm
by Jolbertoquini
JimStar wrote:Jolbertoquini wrote:Hi Jim,
I have a problem to achieve this results
viewtopic.php?f=24&t=56856&p=291755&hil ... nt#p291755 with hair.
First problem is to connect the nhair on the shader on Maya 2017 but I guess this is Autodesk I don't have any Octane option available I have to do it via mel script to have my shader.
ex;
connectAttr -f octaneGlossyMaterial1.outColor pfxHair1.octMaterial;
And then the "W coordinate" node I guess named on maya plug as "octaneWTexture" doesn't seams to work for me. On the standalone we have to types of hair "Hair length" and ""Segment count" but I saw a new one called "Use hair W" and this is so confusing I didn't see such option on Standalone and aswell doesn't render any hair.
I attach scene here:
Please don't hesitate to tell me what I have done wrong? Thanks Guys

You need to assign Octane materials for hair in pfx transform, you have a field for that in its attribute editor. This is made to have a flexible material setup for different hair strands or a whole groups of them. You can search on a forum the old discussions with
TBFX regarding how this should be implemented.
You can use this Blender tutorial to see how a new hair gradients work ('cause it is implemented similarly in Blender):
viewtopic.php?f=32&t=56866
Hi Jim,
I tried and nothing still not working as the guys did on standalone...Please could you modifie the scene I send you and send me back please.
I personally have to see TGFX we use as workflow generate hair style with xgen export the setup of curves and then we attach on Nhair we get really good results and much more flexible because we can use other plug as Shave hair cut or Ornatrix so because octane plug doesn't support this plugs we convert then on nhair.
If could explain this with more details...
Thanks.
JO
Re: OctaneRender® for Maya® 3.04.4 - 9.2 Win [TEST]
Posted: Fri Nov 25, 2016 11:47 pm
by Jolbertoquini
JimStar wrote:Jolbertoquini wrote:Hi Jim,
Me Again, batchrender are not working the first frame are rendered right the others is not showing right, I attach here the renders...I have Maya 2017
Best,
JO
I'll fix it in next version, after weekends.
Great thanks