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OctaneRender® for Maya® 3.05 - 9.14 [OBSOLETE]

Posted: Tue Dec 20, 2016 1:19 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, 2017 64-bit on Linux operating systems, and 2017 64-bit on OSX operating systems (including and above 10.9).

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 Octan eRender™ Standalone on your machine.


For network slave and daemon please download standalone installer here:
viewtopic.php?f=24&t=58104


CHANGES SINCE THE PREVIOUS VERSION
  • Added object layer color pass.
  • Fixed MB shutter speed bug.
  • Minor improvements...

Windows

DOWNLOAD

OctaneRender for Maya 9.14

OctaneRender for Maya DEMO 9.14


Linux

Installation:
- Just run the installer to see its command line keys.

DOWNLOAD

OctaneRender for Maya - 9.14 Linux

OctaneRender for Maya DEMO - 9.14 Linux


OSX

Installation:
- Just run the autoinstaller file.

DOWNLOAD

OctaneRender for Maya - 9.14 OSX

OctaneRender for Maya DEMO - 9.14 OSX

Re: OctaneRender® for Maya® 3.05 - 9.14 [STABLE]

Posted: Tue Dec 20, 2016 9:45 am
by teammach
that was quick - thanks a lot. "Object layer color" works just fine.
What would be great to have is a second third fourth and so on of that kind. we need lot more masks than 1 rgb.

Re: OctaneRender® for Maya® 3.05 - 9.14 [STABLE]

Posted: Tue Dec 20, 2016 10:29 am
by calus
teammach wrote:that was quick - thanks a lot. "Object layer color" works just fine.
What would be great to have is a second third fourth and so on of that kind. we need lot more masks than 1 rgb.
Well there's different solution, but it depends on your workflow. (still or animation, motion blur and dof in render or in post)

- For Still image : filtered objectID pass might be just good enough.

- For animation and doing motion-blur/dof in post:
you should use the ObjectID pass with the "Distributed tracing mode" set to "no pixel filtering",
and render the pass at 200% (because we still don't have "coverage" mask).
see here for more details on filtering and coverage viewtopic.php?f=30&t=55763&start=10#p285745

Then you can easily extract mask from the ID pass in post, and scale it down from 200% to 100% to recreate the filtering/antialiasing.

Or rendering at 100% a filtered and a non filtered object IDpass, you can get the coverage from the difference between the 2 passes
and feed you post-effect software with coverage and non filtered pass.

- For animation with rendered motion-blur/dof :
There's no such things as a perfect mask in this case with standard rendering,
even deep image rendering is still not totally perfect for this (but will be in next openEXR version)
and deep image is very resource hungry and only supported by Nuke.
Most of the time you just need a good enough mask,
so in this case just use Maya render layer to output as much R G and B "Object layer color" pass you need, with "Distributed tracing mode" set to " distributed rays"
(use Maya render layer override to change Object layer color in each Maya render layer).

You can also don't even bother with "Object layer color" and just use the "renderLayer mask" pass, and one Maya render layer per Octane render layer ID.