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EXPORT ISSUES [SOLVED]

Posted: Fri Dec 02, 2016 10:18 am
by Jolbertoquini
Hi Guys,

We have this issues for a long time now we have a team working on this 15 people and all the same problems in here at our company. please have a look I repport this multiple times...

Here the message:

Hi Jim,

Also we have a big problem for us is the exports I told you the last time, but think must be lost on the Forums.

Before we used the plug version "OctaneRender for Maya 2.20 - 6.1" to export on this formats "OctaneRender scene" and "OctaneRender alembic".
This version was solid and faster to export Scale was looking right and we had any issues Cameras concern as well meshs.

Now every plug released after this version we have some major issues.

If we set on Maya Octane Additional tab "Scale" option equal "0.0100" the scale are different between plug versions cameras and meshs
also the export time increase close to 3 to 4 times "slower", and take a huge time for us and so far we use the plug 6.1 to export any scenes and then change on the new Standalone, would be good to have a look on this to Please for us is a big, huge problem, why?
basically for example a animation with a full car internal outside and etc. for example a animation with 400 frames will take closed to 40 or 45min to export and 6.1 3 times or 4 times faster.

Please let us know if something can be fixed for this. :D

Best,
JO

Re: EXPORT ISSUES

Posted: Sat Dec 03, 2016 9:37 am
by calus
@Jo,
Right, there's a lot of thing to fix in the exporter.

I also noticed for big animated scene, exporting either fail or export time is 3 times longer than using Maya builtin Alembic.
That should just not happen.
V3 plugins are supposed to be compatible with OctaneRenderCloud,
so exporting to ORBX should just work, this is not the case at all:
I think I never had a scene exported from Maya, working out of the box in standalone,
I always have to export individually some Item using Maya builtin exporter,
or need modification to workaround the exporter limitation and bugs.

In the actual state of the exporter, ORC is never going to work.

Anyway, Octane plugin is still missing a lot of feature from V3 (but also still some of V2),
and still have a lot to fix or improve for implemented feature,
nevertheless I think priority should be on fixing and improving the exporter for actual supported feature,
until it is fast and rock solid.


I realize this is lot of work but we would have a true quick workaround when maya batch render fails or is too slow,
and obviously this would also benefit internal export for rendering in Maya as I guess some code is shared,
and as in other plugin there could be a command "render in standalone".

One problem giving all kind of other problem is the naive implementation in the plugin to deal with visibility and hierarchy,
that should now be improved,
It's not acceptable that the Maya builtin exporter have a better compatibility with standalone than the specialized Octane plugin exporter.
for example Maya Alembic: respect subdiv crease, respect selection, respect pin/object naming, respect animated visibility and hierachy inherited property, ect..)

@Jimstar,
Dimitri if you never noticed, the code for the "better" Maya Alembic exporter is shared in the Maya SDK, so there's no excuse here ;)

Re: EXPORT ISSUES

Posted: Mon Dec 19, 2016 10:25 pm
by calus
@Jo,

I tried again older big animation scenes with OctaneRender® for Maya® 3.05 - 9.13,
previously exporting to ORBX was horribly slow with these scenes or was just crashing Maya.
But with 3.05 - 9.13 export is flawless and fast :) (faster than builtin Maya Alembic).

Can you confirm this on your side ?

Re: EXPORT ISSUES

Posted: Wed Jan 04, 2017 11:42 am
by Jolbertoquini
calus wrote:@Jo,

I tried again older big animation scenes with OctaneRender® for Maya® 3.05 - 9.13,
previously exporting to ORBX was horribly slow with these scenes or was just crashing Maya.
But with 3.05 - 9.13 export is flawless and fast :) (faster than builtin Maya Alembic).

Can you confirm this on your side ?
Yes was pretty faster, but unfortunately we just loose the camera and object layers option on the export, would be good to be dressed otherwise is much better now.

Re: EXPORT ISSUES

Posted: Wed Jan 04, 2017 5:30 pm
by calus
Jolbertoquini wrote:unfortunately we just loose the camera and object layers option on the export
To display per object layer pin you have to disable " merge object layer with save name" in import settings of the ABC node.

The camera is now exported as if the "embedded in Alembic" option was disabled,
so you can you can find all camera nodes with more options than before inside the renderTarget camera pin.

But at the same time yes we loose the ability to change the camera scale with geometry scale or to update camera animation by updating the alembic file.
Also I remember previously we were loosing some animated camera attributes when exported as ORBX with embedded alembic,
and with no embedded Alembic the camera had also some missing animation but not on the same attributes,
I will have to check this again.

Re: EXPORT ISSUES

Posted: Thu Jan 12, 2017 9:51 am
by Jolbertoquini
calus wrote:
Jolbertoquini wrote:unfortunately we just loose the camera and object layers option on the export
To display per object layer pin you have to disable " merge object layer with save name" in import settings of the ABC node.

The camera is now exported as if the "embedded in Alembic" option was disabled,
so you can you can find all camera nodes with more options than before inside the renderTarget camera pin.

But at the same time yes we loose the ability to change the camera scale with geometry scale or to update camera animation by updating the alembic file.
Also I remember previously we were loosing some animated camera attributes when exported as ORBX with embedded alembic,
and with no embedded Alembic the camera had also some missing animation but not on the same attributes,
I will have to check this again.
Great news!